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^ZIFF-DAVIS 


DIABLO II WATCH OUT: ICEWIND DALE 









igt 2000 Sierra On-Line Inc. All Rights Reserved. Sierra, Sierra Studios and Ground Control are trademarks of Sierra On-Line, Inc, 
The Massive Entertainment logo is a trademark of Massive Etttortainmont AB. 






New races and character kits such as the Half-Ore, Beasimastet, 
Undead Hunter and Assassin add to an extensive array of 
character options. 

www.interplay.com / bgate2 


C an love survive the struggle between good and evil? This is one 
of the questions you'll confront in Baldur's Gate il: Shadows of 
Amn. Immerse yourself In a world of intrigue, adventure and 
combat where the line between friend and foe is defined only by 
instinct and a quick blade. You may discover why some vows are 
better left unspoken. 

^ The ultimate multiplayer experience In the sequel to the 
Roieplaying Game of the Year. 

^ Create a new character or Import your Baldur's Gate characiej 
into Baldur's Gate 11 and continue the epic saga. 

^ Encounter hundreds of different types of monsters, thousands o( 
NPG and over 130 new spells In a huge and intricate world. 




Sol'cej'ess 

An expert in mystical creotion ex nihilo, 
she channels fierce elemental magic 
to serve her relentless crusade in the 
struggle between Order and Chaos. 


Diolilo Is D liademark ond Bliszord rnleflalnmenl Is d leglslered tiadtmoik of Davidson & Assoclolas, IiK, ©2000 Bllnord Bitertoiiuneiit, All ilghls resorvod. 





Vengeance Was Only The Beginiling 






Visitwww.esrb.org I 
or call 1-800-771-3772 1 
for more info. I 


NVIDIA 


2000 Computer Artworks Limited and Virgin Inleraclivc Entertainment (Europe) Limited. All Rights Reserved. Virgin is a registered trademark ol Virgin Enterprises Limited. Computer Artworks is 
smputer Artworks Limited. Evolve Is a trademark of Virgin Interactive Entertainment (Europe) Limited and Computer Artworks Limited. Interplay, the Inlarplay logo, and 'By Gamers. For Gamers.* 
Interplay Entertainment Corp. AM other trademarks are properties Of their respective owners. 


A New Breed of Action Game 


SURVIVAL OF THE FITTEST 

GENOHUNTERS ARE THE ULTIMATE GENETICALLY 
ENGINEERED LIFE FORM. 

GROW GIANT CLAWS OR FLAMETHROWER 
ARMS, MUTATE SPIKES OR SPORE GUNS. 

DEVELOP SHIELDS, HEAVY ARMOR, OR 
ELECTRICITY WEAPONS DEPENDING ON YOUR DNA. 
MUTATE SPECIAL ABILITIES, TRAITS AND ,{■ 

CHARACTERISTICS NEEDED TO STAY ALIVE. 1| 

OVER 1 BILLION POTENTIAL COMBINATIONS! EVEN v 
TRADE GENOHUNTERS ONLINE! 


GET INTO THESE GENES 

DNA; THE THREAD OF LIFE AND YOUR KEY TO 
MUTATING BIGGER AND POWERFUL GENOHUNTERS. 
NO STRAIN, NO GAIN. GRAB AS MUCH DNA FROM 
YOUR FALLEN VIGIMS AS POSSIBLE. 

GENOHUNTERS ARE CAPABLE OF MUTATING ON-THE- 
FLY, TRANSFORMING BEFORE YOUR EYES IN REALTIME. 
CREATE AND CONTROL UP TO 4 HIGHLY INTELLIGENT 
GENOHUNTERS. NO 2 GAMES ARE EVER THE SAME. 
YOUR MISSION IS TO DEFEAT THE PARASITES THAT 
HAVE INFECTED THE PLANET AND SAVE THE GALAXY. 


Technically loaded, Evolva is the evolution of Al 
3D Sound and Ultra-Realistic 3D environments. 


Evolve even further with 

nVidia RIVA TIMTB 

Screenshots shown using nVidia"' technology. 

www.nviclia.com 


.ConiPuteR 

ARtWORKS 




© Lucasfilm Ltd. & TM. All rights reserved. Used under authorization. 



EXALTED HERO OR FORGETTABLE 




That heavy feeling on your shoulders is called the burden of command. Get used to It. With real-time groum 



1 



. General Veers 

^SSSeft ' Battle of Yavin, Battle of Sarapin, 

' Battle of Ruul, Battle of Noth (wounded), j 
^ Battle of Endor, Battle of Tatooine (captured). • 



j 2nd Lieutenant Gorga 

B^HIe of Yavin (wounded), Battle ! 
of Noth, Battle of Abridon, Battle of Coruscant, ' 
j Battle of Endor, Battle of Tatooine (killed). 


1 Sergeant Krung 


Battle of Hoth, Battle of Abridon, j 

; Battle of Coruscant, Battle of 

1 Tatooine (missing in action), 
i 

Endor, Battle of | 



: Sergeant Major Corillon 


Battle of Yavin (wounded). Battle of 
' Sarapin (wounded). Battle of Coruscant, Battle 
of Endor, Battle of Tatooine'(hilled). 


Lieutenant Major Antilles 

Served; Battle of Yavin, Battle of Sarapin, 
Battle of Ruul (wounded). Battle of Coruscant, 
Battle of Endor, Battle of Tatooine (wounded). 



; 1st Lieutenant Spiker 

! 

SetVedi Battle of Abridon, Battle of i 

Coroscant, Battle of Endor, £ . 

i (promoted). 

.;!e of Tatooine ’ 

' 


ITATISTIC? IT’S UP TO YOU. 

ttles on numerous worlds, you're Just a proton torpedo away from victory. Or defeat. 


^AR. WARS' 

FORCE COMMANDER 

focom.lucasarts.com For Windows 95/98 







Death can strike anyone. 


For the right price. 


You never know when death will come— unless you make a few special arrangements. Because once 
the Hitman takes your assignment, someone takes a bullet. It's not a righteous way of life, but we all 
have to make a living. Even if it means making a killing. 


• Unsurpassed 3D graphics, weapons modeling and character movement. 

• Full access to black market weapons, supplies and personnel. 

• Stunning cities of the world rendered with superb accuracy. 

• Al that defines the genre of the thinking shooter. 

• First or third-person view with custom cameras. 

• Stunning cinematic visuals and plots. 






lOOS 


EIDDS.COM 



Take an inside look at the gaming 
phenomenon that’s sweeping the 
country, including a comprehen- 
sive review, success-enabling 
tips, and an exclusive inter- 
view with designer Will 
Wright — who discusses 
guinea pig add-ons and a 
massively multiplayer Sims 
universe. 


[rEATUils 






Flight Sims 

Authors Gordon Berg and 
John Nolan forecast the 
future of the genre, and it’s 
entirely online. 


Online 


Baseball Preview 2001 


Just in time for baseball sea- 
son! A scouting report on the 
2001 editions of EA’s TRIPLE 
QA play, MICROSOFT BASEBALL. 
OHP and 3DO's HIGH HEAT. 


CONTENTS 


■mi 

im:1AII!l« 

128 

Social Leper Exposed! 

The Sims ruin one man’s life 

Strategy Games by Robert Coffey 

129 

Gaming for [five! dollars 

Plus: Neighborhood swapping in THE SiMS 

Homebrew Games by T. Byrl Baker 

130 

Smoking Barrel Be Damned 

The ancient, long-lost art of melee fighting 

Action Games by Thierry "Scooter” Nguyen 

132 

RPGs With Engine Troubles 

Tech woes hurt role-playing 

Adventure/RPG Games by Desslock 

134 

Hunting Games Rule 

Plus: Fantasy Baseball with HOF players 

Sports Games by George Jones 

136 

The Joy Of Multiplayer 

Flight Sims 

Plus: Hope for the Thrustmaster faithful 

Simulation Games by Gordon Berg 


PRiUlEWS 


52 


58 


63 



Icewind Dale 

Forget them fancy, 
newfangled RPGs— 
Interplay’s Black Isle 
Studios takes aim at 
DIABLO II with a good- 
old-fashioned dungeon 
romp. 

Motocross Madness 

Lifelike graphics, 
magnificently open-ended 
play, and the most 
painful collisions around 
make Microsoft’s upcom- 
ing dirtbike racer unlike 
any other. 


Independence War 2 

Freedom is the key 
in this sequel to 
1998's Sci-Fi Sim 
Of The Year. 


COMPUTER GRMING WORLD • cgw.gai 


spat, Cl 


• MAY 2000 


11 







A HEW COIOR” 


"Tte testesi! IP€ ^Wr fearr Iftme,!!"' 

■ .: :ii}!i'ni PC. December 'y;-' 



www.alienware.com 

t;oli free: H C800]494k338S 


AH major credit cards accepted. Pinancing now available. 
aSSSB Southwest TaSth St. iVliami, Florida 33TSS 





|36 BEnD.IViF 


Early looks at 
MECHWARRIOR 4, 
the true X-COM 
sequel, and ELDER 
SCROLLS 3: 
MORROWIND. Plus, 
Brian Reynolds 
goes real-time 
while Intel races 
AMD to 1,000 MHz. 







IL-M 

88 Nox 


92 Final Fantasy VIII 




118 CPUSIapdown 

Two chips enter, only one chip leaves 
victorious 

120 Loyd Case 

Loyd plugs into his rage. 

122 Tech Medics 

Our get-fixed-quick scheme. 

124 Killer Rigs 

Build a gaming beast! 

126 Sounds of Violence 

Three sets of speakers, rated. 


23 George Jones 

Our E.I.C. finds transcendence. ..and a sore index finger. 

29 Letters 

Read 'em and weep. 


140 Index of Advertisers 

Gotta pay the bills, you know. 


144 Greenspeah 

Why Jeff bothers to show up for work. 


186 

118 

112 

114 

116 

116 

116 


Aces High 


Rising Sun 
1602 A.D. 

Dirt Track Racing 
Superbike 2000 
Mind Raver 

TA: Kingdoms, Iron Plagne 

Hidden & Dangerous: 
Devil’s Bridge 






The new game from the creator of SimCityi' 

It's the ultimate test of your people skills as you create an entire 
neighborhood of simulated residents and run — or ruin — their lives. Design 
hundreds of Sims with their own unique personalities, selecting everything 
from the look of their faces to the clothes on their backs. Then build them 
anything from an estate to an eyesore. Let them live life in the fast lane or 


Comic Mischief 
Mild Animated Violence 
Mature Sexual Themes 


Environmental 






pursue a life of crime. Watch them party like swinging singles 
or make them get married and raise a family. Help your Sims 
find success — or watch them self-destruct. Whether they 
end up prosperous or pathetic is up to you. Once you're 
introduced to The Sims your world will never be the same. 



Meet The Sims at www.TheSims.com 


©2000 Electronic Arts Inc. Tfio Sims, SimCity, Maxis, and lha Maxis logo are trademarks or registered trademarks of Elacironic Arts in the U.S. and/or other 
countries. Alt nghls reserved. Environmental Audio is a trademark and the Environmental Audio logo is a registered trademark of Creative Technologies Ltd. 






Emergenoy transmission 
recovered from Kushan 
warship Veer-ka: 


"Fleet has been compromised by 
unknown contagion. 'Entity' is 
capable of taking over otir 
ships . No crew has..." 
[transmission ends] . . j 


^-iERR/{ irlSlB 

X STUDIOS ■— — — if 


© 2000 Sierra On-Line Inc. All riglits reserved. Sierra, Sierra Studios and Cataclysm are trademarks and 
Homeworld Is a registered trademark of Sierra On-Line Inc. Relic Entertainment is a trademark ol Relic 
Entertainment Inc, Barking Dog Studios is a trademark of Barking Dog Studios Ltd. ® designates 
trademarks registered in the USA which may bo registered in certain other countries. 









Visit www.esrb.org 
orcalM-800-771-3772 
for more info. 


A new episode in the Homeworld saga 

Coming soon. 



^UriDEAD 









You own the night. 




Thief, Tliief ll:The Metil Ajc and the LooJdnj; Glass Logo are 
tradeimrits of Looking Glass Studios Looking Glass Studios, Inc. 
1999. BOOS, Eidos Interactive, and the EIDOS INTERACTIVE logo 
arc fcgisMi^d tiodenurk of Bdos Interactive. Inc. ©1999 Eidos 
Interactive, Ihc.Tho taiirgs Icon Is a trademark of the Interactive 
Digital Software Association, A)! rights reserved. 


I.OOKINC 
O L A S S' 


s 




Clverything else 
you have to steal. 


pteal the interactive demo at 
www.eidos.com 


ID03 


• Enhanced Dark Engine allows for a more engaging stealth cxpcrienc( 

• Rdvanced Til system creates a variety of human opponents to outwit 
• Sophisticated ncv\- tools to improve your success as a master thief 
• Realistic environmental weather effects like rain, fog, and snow 


H.11 you have is your stealth, your cunning and the tiirtc between dusk and 
dawn. L,uckily that is all you need because evei-ything else is up for grabs - 
as long as you avoid wandering guards. Use the shadow s as your cover. 
Treasure the silence of your footsteps. Hnd enjoyia nice e^uict evening in 
someone else s home. 




Welcome to the universe of massive multiplayer space.conibat. Join your squadron online. Confront other civiiizations. Play free on worldwide 
servers. Or fly in hundred-ship dogfights on Zone.com. Just keep in mind-those that fly alone, die alone, www.mlcrosoft.com/games/allegiance 


^LLeEleniz^ 


CONQUER THE GALAXY WITH A UTTIX HELP FROM YOUR FRIENDS. 


Microsoft 


This is nd sold mission 



EDITORIAL 



No-Brainer 

E very now and then, we witness a gaming phenomenon 
so profound and transcendent, we know we have to put 
it on the cover of Computer Gaming World. 

The fact that THE SIMS is one such phenomenon became star- 
tlingly obvious to me the other night. I couldn't sleep, so I figured 
I’d just "check in" on the fledgling alter-ego residing in my note- 
book. Right. 

Seven hours later, the sun came up. I was still sitting at my com- 
puter. It was 6:00 in the morning. I couldn't straighten my mouse 
finger, and there was a permanent indentation at the tip. And I had 
that funky, slightly depressed and hungover 
feeling I get whenever I expose myself to such 
a massive dose of computer entertainment. 

Thank god. It’s been ages since I've gotten 
extreme game-lock on a single-player game. 
And man, did THE SIMS run me through the 
emotional gauntlet. In the course of seven 
hours, I felt: 

Teirified. When a tragic BBQ accident 
claimed the lives of Jorgita Jones and dinner 
guest Bella Goth. 

Weirded out. When Jorge Jones, Jorgita's 
long-lost brother, arrived in the neighborhood and quickly became 
a squatter in Jorgita's old haunt. Visitors cried mournfully beside 
the deceased's gravestones. 

Scared. The ghost of Jorgita haunted her old home in the middle 

It’s been ages since I’ve gotten 
extreme game-lock on a single-player 
game. And man, did THE SIMS run me 
through the emotional gauntlet. 

of a dance party, freaking out Jorge and some of his guests. 

GuUty. When, unbeknownst to Mortimer Goth, Jorge made the 
moves on his wife BeUa. (Don’t act like you didn’t do the same 
thing!) 

Pissed off. Jorge simply refused to go to work two days in a 
row. and lost his high-paying job as an Inventor. He got it back 
eventually. 

Manipulative. Befriending people just to move up the corporate 
ladder doesn't feel good. 

Indecisive. With tluee women and a guy vying for Jorge's atten- 
tion, he needed to make a decision regarding a housemate. 
(Eventually, he chose Chris Roomie.) 

Greedy. Did Jorge really need the hot tub, mini-bar, and plasma 
screen TV? 

Shocked. One day at work, Jorge drank some kind of strange con- 
coction and turned into a criminal. Talk about mid-life crises. 

Excited. Gamers haven’t seen an open-ended, emotionally-laden 
game like THE SIMS in a great while. 

Thank you, Maxis. THE SIMS couldn’t have come at a better time. 


/Ur 9"^ 





COMPUTER GAMINC WQRIQ • c g w. gam es p a t .com • MAY ZDOD 


23 







k 


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iWS IITAIL 

y^muniY 



Animated Violence 

t 









pRom Black^Isle Stuoios 




Computer Gaming World 


Game of the Year. 


Vault Network 


RPG of the Year. 

- GameSpot 

“Easily the Best RPG title 
to emerge since Baldur’s 
Gate. Direct Hit Rating.” 

- DailyRadar.com 





Hon/IEWORLD Expansion 


I just finished reading the April issue of 
your magazine and the article on 
HOMEWORLD Cataclysm, i don’t 
mean to sound negative here, but all of 
the improvements and everything won’t 
mean squat to me unless they some- 
how allow a person to adjust the diffi- 
culty level in the campaign more. 

Jay 


Powerplay — 
tIUhazzuuuuup? 

Can you guys give me some 
help finding information about 
PowerPlay, which you wrote 
about in the March 2000 issue? I 
am intrigued by this technology 
but I can’t find any more informa- 
tion on the Internet about it. 

Thomas Routt 

Powerplay is still in its infancy, 
so there’s not a whole lot of 
information out there about this 
promising solution to latency and 
lag time. There is an official Web 
site however, at www.power- 
playinfo.com. Check it for 
updates, and sign up for the 
mailing list. 

Disturbing Trends 

Having just read your review of 
REVENANT in the February 2000 
issue, I noticed a minor mistake 
that seems to echo a growing 
trend in the game industry. The 
relevant quote is, “Rather than 
opting for the ‘click on your 
enemy until he dies' method of 
combat, Eidos implemented a 
combat-control system that more 
closely resembles a console 
game than most PC dungeon 
romps." 

Excuse me. Eidos implement- 
ed? No, Cinematix Studios 
implemented that combat system. 
The most Eidos ever had to say 
about REVENANT during its cre- 
ation was, “Hmmmm, do you 
think you could make it more like 
Mario 64?” Eidos, like most pub- 
lishers, is just a big company who 
gives money to developers to 
create games. 

I could continue to rant, but 
there is an article online that 
addresses this question in much 


Write to us at: 
Cgwletters@zd.com 
For help with subscriptions: 
Cgw@neodata.com 


greater detail than I can enter 
into here. The URL for this article 
is: /mvw.gamezero.com/ 
teamO/articles/features/futur 
e _gaming_2000/part_1 _ 
page_1.html. 

You, as the game media, can 
directly affect this problem by 
focusing more on the talent that 
produces these games than the 
money behind them. 

Adam Wiggins 
Ex-Cinematix Studios 
employee 

CGW Awards Redux 

For years I have been reading 
CGW, and generally find your 
viewpoint clear and logical. Even 
when I don't agree with you, I can 
at least see where you arrived at 
your conclusions. In your choice 
for RPG Of The Year, however 
(March, 2000), you left me open- 
mouthed and in shock at your 
blatant brush-off of what was 
undoubtedly the most influential 
and perhaps the best overall 
game of this past year. Of 
course, I speak of the massively 
online RPG, EVERQUESTI! 

Murray Allinger 

UNREAL TOURNAMENT was a 
good game (great to some). In 
my opinion, it was nowhere near 
the quality of PLANESCAPE; 
Torment. I am the type of per- 
son who prefers a well-written 
story over flashy graphics and 
multiplay. These things are good, 
don't get me wrong, but given 
the choice between graphics and 
story, give me story any day of 
the week. How I mourn the pass- 
ing of the adventure game. 

Stephen Lerch 

It Tastes Like Burning 

I have an idea for a piece of 
gaming hardware that would 
intensify the thrills of playing first- 
person shooters. Currently, it is of 


small consequence to catch a 
rocket in the teeth as all one 
needs to do is hit your trigger 
to reenter the fray. Imagine for 
a minute that as you recklessly 
storm into battle to slaughter 
your opponents, you experi- 
ence actual fear. Instead of 
force-feedback controllers or 
mice, how about a device that 
inflicts large quantities of 
PAIN? 

Maybe an electric helmet 
that shocks the crap out of 
you, or maybe a force-feed- 
back vest that upon sensing 
your death attempts to 
squeeze the life out of your 
chest. Make it costly to die. 
Make those snipers pay dearly 
for their actions. Give campers 
what they truly deserve. 
AGONY. 

Now, I understand that hard- 
ware manufacturers will of 
course look at this and feel the 
liability isn’t worth the return. 
But I say, slap some disclaimer 
stickers on the box and hook 
me up. 

Mike Paulsen, aka 
Nightwatch 


CGW Feel 
Good Dept. 

I have been reading your mag- 
azine for two months and I must 
say, Gordon Berg (Inside Gaming, 
Simulations) is a HILARIOUS 
author (no, he didn’t put me up 
to this). I find myself savoring 
the humorous remarks he makes 
in his overviews of flight sims. 
Despite not being a major flight- 
sim fan, I think his articles are 
full of promise and I believe he 
is worthy of professional praise. 

Adam Turok 

Ed: We're sure he didn’t 
put you up to it, Gordon. I 
mean, "Adam." 

Jeff Green, I Just wanted to tell 
you (again) that your columns 
are funny and right on. Your wit 
and sel^dep^ecating humor ele- 
vate the magazine. However, I 
don’t like the final comments 
that the editor always sticks in 
to poke fun at you...you deserve 
more respect. 

David 

Ed: No he doesn't 


Reader lips 

T his is my favorite controller configuration for any FPS game, 
deathmatch or single-player. For the mouse, have Mouselook 
enabled (of course!), primary fire for mouse button one, and 
secondary fire for mouse button two. For the keyboard, use S to 
move forward; X to move backwards; Z to turn left; C to turn right; 
A to strafe left; 0 to strafe right; and Q, W, and E for any special 
commands that are necessary. 

The advantage of having a turn-left and turn-right button is to pre- 
vent having to turn the mouse around so far that you almost break 
your wrist every time you are back-attacked. I am doing much better 
using this combination than 1 ever have in an FPS before. 

Adam Bosen 

I don't know really if this constitutes a hint, but in PLANESCAPE, 
you probably know who Pharod is. During the conversation with 
his daughter, you will discover that Pharod has a horde of 
wealth stashed away somewhere. To get there, you just need to 
go back to his court after his death by the shadows, and retrieve 
his staff. Moving left, you'll come upon an arc which is in reality a 
portal. Touch the crutch to the arc and you will be teleported to 
Pharod's Vault. Search among the bookshelves for some goodies. 

Secondly, to get a really cool hammer at the beginning of the 
game, just go to the Alley of Dangerous Angles. Go to the ruined 
cathedral and talk to the priest. Let him persuade you to join his 
cause. Then exit to any place after that in the Hive. You will be 
transported to the Player's Maze. Proceed to the left side of the 
maze where you will find one of your journals and a weapon, the 
Brimstone Hammer, To exit, counting the portals from the top 
right-hand corner, enter the third portal, and then WALK back all 
the way to the third porta! and enter it again. 

Mike Ax 


COMPUTER GAMING WORLD • c g w . ga m a s p a I . c a m • MAY 2000 




w 

@ 2000 MIcrosolt Corporolion. All rights rssorvod. Microsoft ort' 

MSN ores 

\3 

names menllonod heroin may be trademarks of the 

r rospocllvo 

owners. 










FROM ERIH AND CHRIS ROBERTS, CREATORS OF THE HIHC COMMAwiR-AHD PRIVATEER SERIES 


The follow-up to 

“THE BEST BASEBALL 
GAME EVER” 

-PC Gamer 


“SPORTS GAME 
OF THE YEAR.” 

-GamespoLcom 
-Computer Gaming World 
-PC Accelerator 
-PC Gamer 



©2000Tte3D0CtnwAli R^isltesetwtl.300, H'jtiHEatBascba! arffliara^CTirtlogtis.srBtiidBia'ksaM'wsefvairali elite 3110 Cmpjtv in tsUi and oSiwauaeiSMlBmOtolLKSftSM-M^Uigw Baseiall Plajss Assaaw-M^ ItcM BasebS iraderals an) a-'e 

fi) I wj' Ff (W tr f« ii| pytarwi atl ihe PbySiaiion ioys are rqisafHl ra^ffaris Sow Eiwivnein Itt. Al Dfei «3(tonaks telofij id iheit fKpecDffi Bvnes. W. QUOTES REf EB H) HGH HW BASf EAtL 2000 1> 1998, feb fto-Mia P; 




H'WW.^do.COIll 


ANOniEY SAID THAT BEFORE WE I 
AVEY OFFSEASON ACQUISITIO 


The awards, the critical acclaim, • New Custom Leagues mode on 
and now - Sammy Sosa. The latest the PC game to structure your own 
and most-action packed version of leagues, pennant races and rivalries. 
High Heat Baseball™ includes,.. . a|| 30 officially licensed MLB™ 
» Intense pitcher VS. batter match-ups teams, as well as the most dead- 
and life-like base running, fielding, on predictions for 2000 MLBPA^” 
and managing. player profiles. 

» Stunning new graphics including • All new Action-Camera mode that 
Dlayer face mapping, photos, body shows up-close TV style presentation, 
ypes and body size scaling. Authentic • Up to 6 different play modes, 
flayer and stadium animations, too. including Exhibition, Batting Practice, 
* The most detailed Player Editor Season, Career, Home Run Derby^“ 
available to modify your teams' players, and Playoffs. 





Visit Evei-Qiicst; an expansive multi-player 3D online role-playing game. Explore four continents filled with perilou 
dungeons, eerie crypts and underwater landscapes. Discover thousands of items from the magical to the mundane. Ii 
the new world of Kunarki“ travel through more than 20 adventure zones as an Iksar, the lizardman, or as a customizabl 
character selecting from 13 different races and 14 distinct classes. Reptilian Monsters and Giant Scorpions make i 
wise not to tnavcl alone. With over 40,000 players daily, that shouldn't be tough. You're in Our World Now.' ‘ 



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The^Station- 



Read.Me 





The Latest News From Around the Computer Gaming World edited by jeff_green@zd.cot7i 


Microsoft 
Rolls Out Big 
Titles, Big 
Designers at 
Annual 
Editor’s Day 


Big Guns at 
Gamestock 2000 



Y ou have to hand it to Bill Gates and company. The 
mega-corporation that used to be a bit of a joke 
amongst gamers is now a major force to be reckoned 
with, with all-star designers on the payroll and a number of 
grade-A, major-league titles on the slate. What’s more, 
Microsoft’s annual Gamestock event— the official rollout party 


for its yearly lineup of games— has become one of the pre- 
miere gaming events of the year. This year's edition showed 
Microsoft having a scarify strong roster of new games. 

Leading the pack, at least in terms of sheer wow-power, 
was MECHWARRIOR 4— being developed by Jordan Weisman 
and FASA Interactive. MECH 4 stunned Gamestock attendees, 
not just for the cool visuals, but for the promise of a 
strong mission-based storyline as well as a focus 
on character and narrative that has always been 
central to the franchise's enduring popularity. The 
game will feature 21 different Mechs— including six 
that have never been seen before— and a robust set 
of multiplayer options. Including the ability to cre- 
ate customized missions, host your own servers, 
and play cooperative missions. 

FASA Interactive 


also grabbed the 
Gamestock spot- 
light with CRIMSON 
SKIES, the action- 
oriented air combat 
game featured on 
the cover of our 
March issue. Those 
lucky enough to 
actually sit down 


36 




ReaiLivie 





MOTOCROSS MADNESS 2 Microsoft's outrageous, popular 
motocrcss game vaults into a new dimension with better graphics and 
richer gamepiay, thanks to the addition of a much-needed career mode. 


Tchotchke of the Month 


Tchotch-ke (choch'ke). Slang, from Yiddish: a 
cheap, showy trinket. 


T his issue's Tchotchke of the Month is 
pair of fuzzy dice, and the only real 
surprise is that it took so long for 
this to happen. Fuzzy dice are kind of 
your all-purpose tchotchke, good for any 
product or any occasion. The occasion this 
time is the DIE HARD TRILOGY, PART 2 from 
Fox Interactive, which we know absolutely noth- 
ing about. Is this a computer game? Who cares! All we 

know is, these dice will look great hanging from the rear-view mirror of the CGW 
bus when we go on our traditional Saturday-night joyrides in search of booze. 


and play the early version of 
the game Microsoft had run- 
ning emerged incredibly 
excited about this title, 
which has a unique, tongue- 
in-cheek storyline set in an 
alternate-reality 1930's 
America. The game’s flight 
model is incredibly user- 
friendly and will likely appeal 
to a broad range of gamers— 
not just sim-heads. 

Chris Taylor, the master- 
mind behind TOTAL 
ANNIHILATION, showed off 
his new 3D action/RPG 


DUNGEON SIEGE. To the surprise of 
no one, it looked as cool as the 
outspoken designer has said 
it would. Boasting a contin- 
uously flowing world with 
no load time whatsoever 
between game environ- 
ments, and an interesting 
blend of RPG and real- 
time strategy elements 
such as waypoints and 
formations, DUNGEON 
SIEGE — even at this early 
stage— looks like a real 


contender to challenge 
DIABLO II. 

Microsoft trotted out two 
other gaming superstars to 
peddle their wares: Tony 
Zurovec (CRUSADER: No 
REMORSE), who showed 
LOOSE CANNON, a futuristic 
auto-combat game previewed 
back in our November 1999 
issue; and Chris Roberts 
(WING COMMANDER), who 
gave us a peek at his higlily 
anticipated space epic 
STARLANCER. And in a sur- 
prise move. Microsoft 
brought Relic's Alex 
Garden — creator of 
HOMEWORLD — onstage 
and announced that 


chicks, and UNREALTOURNAMEIMT add-ons. 


The GOOD... 

THE SJMS MANIA 

It's the number-one game in the country and it's 
likely to stay that way for a while. It also happens 
to be a great 
game— Maxis' best 
since the original 
SIMCITY. And just 
when we were 
starting to get a lit- 
tle blase about it, 
the game took on a 
brand new life 
thanks to the tons of 
resources, stories, 
and tools sprouting 
up all over the Web. 

Start at www.lhesims.com and go from there. 

the BAD... 

MORE DIABLO 2 DELAYS 

Guess what — it's delayed again. Now they're say- 
ing August. Don't get us wrong here, though. We're 
not saying it's bad for Blizzard to take so long. We 
all know what it's going to mean in the long run: a 
better, more solid game. And we'll take that over a 
nightmare like ULTIMA iX any day. What is bad. is 
that we have to wail 
even longer to play it 
Diablo 2 looked great 
at last year's E3. 

Knowing that it is 
almost assuredly going 
to be worth the wait 
just makes the antici- 
pation that much 
worse. 

UGLY... 


We are not prudes here at CGW— remember our 
Vampire cover? But the announcement of the 
“game" PANTY 
RAIDER from Simon & 

Schuster left us more 
embarrassed about 
this industry than 
ever. Let's see: You 
get to play as some 
kind of mouth-breath- 
ing moron, taking 
photos of supermod- 
els in their under- 
wear to satisfy the 
lustful urges of a group of teenage aliens. We are 
not making this up. Yes, yes, it's supposed to be "a 
joke." It's a "parody" of TOMB RAIDER-style games. 
Right. We're sure the game will be loaded with 
feminist subtext to drive that point home. Another 
depressing, useless piece of shovelware from the 
geniuses behind DEER AVENGER. 




and the 

PANTY RAIDER 



COMPUTER GAMING WORLD • c g w . ga m e s p a t . c D m * MAY 2000 


37 





Read.Me 


Morrowind Lives! 





released some preliminary info and art, and launched a 
Web site (www.elderscrolls.com) for fans eager to follow 
the game's progress. 

All we can tell you at this early date is that much of the 
same team that worked on DAGGERFALL is back on 
MORROWIND, and the company is promising the same 
kind of gigantic, open-ended, single-player RPG, with 
"hundreds of hours" of gameplay. The game will be in full 
3D, and every single location will be individually hand- 
crafted— no random dungeons this time. Bethesda said 
that the world itself will be more cohesive than in 
DAGGERFALL, but players will still have the complete free- 
dom to explore at will, as in the earlier game. They’ve also 
promised that they've learned their lessons following the 
bugginess of DAGGERFALL, and are completely working 
out every single kink in one town first— gameplay, combat, 
spells, character interaction— before getting in over their 
heads with the 
rest of the 
world. 

That's all 
we've got, and 
it’s a ways off, 
but we'll have 
muclr more 
detailed, exclu- 
sive information 
in an upcoming 
CGW. THE 
ELDER SCROLLS: 
ARENA ran 
away with our 
RPG award in 
1994, and THE 
ELDER SCROLLS 2: DAGGERFALL took it in 1996. Can 
Bethesda make it three in a row? The RPG field is more 
crowded than ever, but this is a series with a rich history 
and some hardcore, dedicated developers. Welcome back, 
MORROWIND. -Jeff Green 


Bethesda Finally 
Announces Long- 
Awaited Sequel to 
DAGGERFALL 


E ver since Bethesda Softworks 
released its much-loved (for its 
gameplay) and much-loathed (for its 
bugs) DAGGERFALL way back in 1996, fans 
of the Elder Scrolls universe have clam- 
ored for a follow-up. The wait has been 
longer than expected, even for the compa- 
ny that took forever with DAGGERFALL. 

Bethesda's been so quiet, in fact, that many 
had wondered whether the company was 
actually open for business anymore. The 
answer, happily, is that they are still open, 
and they are a good full year into the devel- 
opment of the DAGGERFALL sequel, official- 
ly titled THE ELDER SCROLLS 3; 

MORROWIND. Although the game is not due until late 2001, 
Bethesda has at least made the announcement official. 




MAY 20 00 • eg' 


COMPUTER GAMING WORLD 





CGW PROFILE 


Raven’s Big Bird Talks About 
SOLDIER OF FORTUNE and More 

Brian Raffel 


1. Where did Raven get its name? Harbinger of 
death? Bird of dark wisdom?Traumatic experience 
with bird doo on a park bench? 

When my brother and i first started Raven Software 
back in 89-90, we were heavily into D8iD. Our first 
game was an RPG, so we wanted our company 
name to reflect us. We chose Raven Software 
because it was dark and medieval. Also, my father is 
a Raven. 

2. What was it like to be assimilated by a giant com- 
pany like Activision? Did you go from Schlitz to 
Heineken? 

Well, before being assimilated we ate mainly cheese 
and drank sour buttermilk from the dairy farm next 
door, being from Wisconsin and all. Now we eat 
tofu, drink the best sparkling water, and I have a big 
urge to get a cell phone. The best thing about being 
part of Activision is that we have more resources to 
hire more quality talent. We are freed up from a lot 
of business responsibilities. 1 think if you look at 
HERETIC II, SOLDIER OF FORTUNE, and STAR TREK: 
Elite force you will see that we are doing our best 
work ever after becoming a part of Activision. 

3. SOLDIER OF FORTUNE — is the violence and gore 
a bit of a touchy topic? 

Only to the models in the game. Some of the terror- 
ists, in particular, act up and get uppity, so we just 
make an example out of some of their buddies with 
our rocket launcher and they pipe down. We wanted 
this game to be more realistic than others in the 
past so that people get a gaming experience they 
have not quite had before. We also put in the ability 
to lock out all or parts of the gore, depending on 
what the player wants to do. The final touch is that 
the box is clearly marked "M" for mature and the 
gore lockout has a password protection. 



4. You have three 
kids. How old will 
they have to be 
before they will be 
allowed to play 50F? 

I took the SOF demo 
home to show my 

wife. She thought the game looked awesome but 
felt the violence would be loo much for our kids, so 
I took it off the computer, I think SOF would be fine 
for my oldest when he is 18. 

5. Favorite gaming memory? 

I think one of my most favorite gaming memories 
would have to be when we were finishing up 
Heretic and John Romero came to Raven to help 
us test. We had just gotten the Morph Ovum (turns 
other players into chickens) working and the first 
person I nailed with it was John. I give him credit. 
He was almost able to hide from me behind a bar- 
rel. When I finally got him, the chicken exploded into 
a pathetic mass of blood and feathers. When the 
last feather hit the ground, I knew I was changed 
forever. 

6. You're also doing a StarTrek Voyager game. What 
do you say to people who say StarTrek Voyager 
sucks as a series? 

I get my phaser and MAKE them love it. 

7. Ever wonder if 6 of 9 is hotter than 7 of 9? 

Actually i have wondered that. But when I do think 
about it, this soft music starts playing and both of 
them walk out and tell me that they must assimilate 
me. Then I say to myself, this is a good thing to 
wonder about. 

-Interview by Mark Asher 


_ Beail.ivie 


15 


Reality Check 

If you're expecting consistency from the media, have a nice time in Beijing. The gaming press is all over the place, 
which is great because it gives us a chance to gloat. For starters, check out the ratings for QUAKE III. Nice id pom 
poms. But this month's widest spread comes courtesy of GABRIEL KNIGHT III. Hie most consistent ratings were for 
PLANESCAPE:T0RMENT, and that should tell you something. 



CBW 

PC Gamer 

COM 

PC Accelerator 

Gamespot 

Gamecenter 


(out of Five) 

(out of loim] 

(out of Trve) 

(out of 10) 

(out of 10) 

(out of 10) 

Age of Wonders 

4 

Sio/o 

4 

8 

8.6 

8 

Close Combat IV 

4 

840/0 

3.5 

9 

8.2 

9 

FIFA 2000 

4.5 

88% 

4 

* 

9.1 

8 

Fllqht Simulator 2000 

4 

75% 

4 

- 

8.7 

B 

Gabriel Knfaht Ml 

2 

80% 

3.5 

8 

6.7 

8 

Omikron: The Nomad Soul 

2 

68% 

3 

7 

6.0* 

8 

Planescape: Torment 

5 


4.5 

9 

g.o 

8 

Quake III Arena 

3.5 

300/0 

3.5 

10 

9.2 

7 

SWAT 3 

4 

88% 

4 

9 

8.3 

8 

Tomb Raider: TLR 

4 

70% 

4 

5 

7.3 

7 


May 1985 1 

In 1985, giris were I 

girls and men were 
men, and just about 

everyone who owned a computer could 
program it, at least a little. So it was natur- 
al that game designers would create 
games out of programming. The most popu- 
lar of these games took the form of robot 
battles. You designed a robot, programmed 
its limited Ai, and then sent your robot off 
to battle against other robots. CGW 
reviewed two such games in our May 1985 
issue, ROBOT ODYSSEY I and CHIPWITS, in 
addition to announcing the winners of a 
CGIV sponsored ROBOTWAR Tournament. 
This month, the robot battles concept 
makes a return in MINDROVER. Check out 
the review on page 116. 


10 


May 1990 

The past decade has j|||B7 'V.^j 
been berry berry 
good for computer 

baseball game. If you compare our com- 
puter baseball roundup from 1990 (which 
featured STRAT-O-MATIC, LANCE 
HAFFNER, APBA and PURSUE THE 
PENNANT) with our roundup in this issue 
(page 84), you'll notice one very striking 
difference— graphics. II you wanted any 
sort of statistical verisimilitude in your 
computer baseball games ten years ago, 
you had to go the text simulation route. 
Thankfully, statistical modeling has 
finally caught up with graphics, resulting 
in games with great graphics and great 
statistics models like HIGH HEAT 2001. 


May 1995 

Our cover story was l - 

for a game that never j ‘ 
really was: Domark's ^ v 
CONFIRMED KILL This 
multiplayer online 

flight sim had huge ; 

promise, but Domark 
could never pull it all together. 
Fortunately, while the project died, the 
game's concept promise, and program- 
mers live on to beget a spate of new 
online flight sims, previewed this issue 
on page 80. 


* indicates game has not been rated 


COMPUTER GAMING UVDRLD • cgw.gam 






«*ra7 





RliAL NASCAR® 

Take the checkered flag against 33 current and 
7 legendary drivers on real NASCAR tracks. 


RIEAL RACIN(5 

Full race weekends means you gotta practice 
and qualify if you want to race on Sunday. 


'foroW®'S 




RIEAL INTIENSIE 

No feather foots here. Intimidate and trade 
paint against other drivers over the internet. 




ReaiLMe 


The Latest Heaping Pile of Rumors, Innuendo, and Gossi 


StealthMode 

W hy did Brian Reynolds leave Firaxis to form Big 
Huge games? There may be $5 million reasons 
why, which is apparently the minimum Big 
Huge Games is asking for in their discussions with 
publishers. Reynolds is trying to go from 1 to 30-35 
employees the fast way, which is why he needs the 
big bucks, and $5 million plus is his asking price to 
do a game. 

While a warm and fuzzy Vulcan mind-meld might be 
enough for Kirk and Spock, Activision hoped to embrace 
something a bit more green-skinned when they shelled 
out the big bucks for the Star Trek license. HIDDEN EVIL’S 
out and VOYAGER and ARMADA are on their way, but 
Activision isn’t stopping there. By the time you read this, 
Activision will have announced another Trek game, this 
one called STAR TREK: CONQUEST ONLINE. It’s a 
turn-based, online strategy game based on the Star Trek: 
The Next Generation universe. It's made by Genetic 
Anomalies— the people behind CHRON X— 
and features “collectible" pieces. In other 
words, expect to buy digital booster packs. 

Brutal. When Take 2 closed down an inter- 
nal studio, Gearhead Studios (STAR 
CRUSADER, HELL, RIPPER, and BLACK DAHLIA 
on the PC, and BASSHUNTER 64 on the N64) 
came in, changed the locks, and told everyone 
to pack their stuff and leave— nowl 
Employees got minimal severance pay (three 
weeks pay only, for those who'd been there 
four years). Artists weren’t even allowed time 
to make copies of their art for their portfolios. 

What a bunch of sweethearts, eh? All Sneaky 
can say is, "Remember the Battlecruiser!" 

Rumor is that not everyone at Cavedog was 



\ / 
W/- ¥ 

\ it 


DIABLO 2'S AMAZON 
Don't expect to slip into her 
outfit until August 


sorry to see the game company assimilated back into 
Humongous. Cavedog’s success can be traced to Chris 
Taylor, who left to form Gas-Powered Games back in 
1998. Since then, AMEN and ELYSIUM were cancelled and 
GOOD & EVIL is on indefinite hold. I’m hearing that some 
egos at Cavedog were a bit bruised, and that shifting the 
spotlight from Cavedog back to Humongous was wel- 
comed by some. 

Rumor ticker: Ensemble is working on an expansion 
for AGE OF EMPIRES 2; AGE OF KINGS. We should 
see it this summer.... Hasbro has been showing 
their upcoming games on a press tour, and X-COM 
ALLIANCE seems less playable now than it did at 
ECTS. Meanwhile, a Hasbro producer has been solic- 
iting fan sites for ideas for a MASTER OF ORION 3, so 
that’s apparently in the works.... Bill Gates is expected to 
announce the X-box, a TV set-top gaming system, at the 
Game Developers Conference in March. This would-be 
PlayStation 2 killer should ship in the third quarter of 
2001. ...DIABLO 2 is now slipping until August, and several 
Blizzard notables— including Bill Roper— have gone to 
Blizzard North to oversee the final development 
efforts.... Nels Bruckner and two other developers are 
leaving Dynamix, which is not doing TRIBES 2 develop- 
ment any good. What I hear is that Dynamix is 
struggling with the bot AI for that game, which 
is one of the untold reasons why TRIBES 
EXTREME was cancelled... New World 
Computing's HEROES OF MIGHT AND MAGIC is 
being ported to the Game Boy Color. “HOMM, I 
choose you!" Take that, Pikachu.... Rumor is that 
Gonalo Lira, author of the spy thriller 
Counterpart from Putnam, is the man who 
penned the backstory for Activision’s SOLDIER 
OF FORTUNE. SOLDIER OF FORTUNE is, of course, 
the game where you can target and hit an 
enemy in a place where it really hurts. 
Gentlemen, I think you know what I mean. 

Got a hot tip to sfiare? Tell it to Mr. Sneaky at 
sneaky@zd.com. He's always there for you. 


Spies Like Us 

GameSpy Branching Out With More Funky Internet Game Tools 


B y now, you've either seen or at least heard of 

GameSpy 3D. It’s that nifty utility (it's on our disc 
this month) that connects you to hundreds of 
servers playing your favorite games. Now, GameSpy 
Industries is bringing us even more cool tools for 
Internet gaming. 

Due this March (hopefully) is GameSpy Arcade, a much 
more social utility than GameSpy 3D. With GameSpy 
Arcade, players will be able to take charge of their games 
by connecting to a giant chat server and setting up net 
games as they would over a LAN. One player becomes the 
host, and everyone else joins their game. It ail makes for 
some crazy peer-to-peer action. Players will be able to 
chat, browse the Web, and keep track of their friends. And 
best of all, you won’t need any quarters to play. 

But GameSpy Industries aren’t limiting themselves to 
just gaming. They’ve recently released RadioSpy, and for 
those who tired of listening to the same lame music 


repeated over and over on the local soft-rock station, it's 
a godsend. RadioSpy does for streaming radio stations 
what GameSpy does for Internet gaming. Sign on to 
RadioSpy, and you’ll be greeted with thousands of live MP3 
streams, categorized by genre and run by Joe-SbqDack. 
Want to set up your own station? You can SHOUTcast your 
mp3s directly into RadioSpy, no questions asked, no fees 
required. And don’t worry about censorship, either: 
GameSpy Industries has made it abundantly clear that 
they have no interest in regulating what can and can't 
be played. 

Oh. and for those of you who’ve been listening to that 
CHRONO TRIGGER soundtrack over and over again until 
your ears bleed, here’s a comforting thought: RadioSpy 
plays host to a number of gaming music stations. In fact, 
there's a whole subsection of game music stations to listen 
to. Now, if only someone will convert the music from STAR 
CONTROL 2 into mp3 format...— AJex Handy 


MAY 2000 • cgw.g: 


• COMPUTER GAMING UVORIO 




Read.Me 


Gamestock 2000 


continued from page 37 

Relic’s next non-HOMEWORLD game would be for 
Microsoft, not Sierra. 

In the sports department, MOTOCROSS MADNESS 2 had 
the cynical press corps fighting amongst ourselves to play 
the game {for more, see our preview on p. 58). And LINKS 
2001 boasted an absolutely stunning rendering engine, a 
long-awaited course architect mode, and a new profession- 
al online league with prize cups in the $100,000 range. 

Sidewinder Meets Sleeper 

Finally, Microsoft trotted out three new hardware 
devices: the Sidewinder Force Feedback 2 (with an on- 


board power supply): the nifty Sidewinder Game Voice, a 
headset for voice chat during gaming: and the Sidewinder 
Strategic Commander, a futuristic device straight out of 
Woody Allen’s Sleeper that functions as a left-handed con- 
troller specifically for real-time strategy games. We weren't 
sure what to make of this controller at first, but after play- 
ing AGE OF EMPIRES 2 with it, we saw the attraction— it 
will let gamers assign powerful macros to a single button, 
easily scroll and zoom maps, and much more. 

Microsoft is the last company that needs any PR help 
from us, but as Gamestock 2000 showed, they're more seri- 
ous than ever about their gaming, so what can we say 
except, more power to them. God help us all. —Jeff Green 



iia^ Heig h 2 ActiuislDn 


Yes, we’re going with a new format starting this month. We know that game developers tend to use dartboards when determining reiease 
dates, so we broke out with even bigger dartboards for the Pipeiine. Sometimes, we’ii nail the release down to the month, other times 
we'll give the developers- sonie breathing room by using a general season. Also, we’ll highlight some of the more notable releases and 
pass some preliminary judgement on them before the real reviews are written. Lastly, if you're a publisher, make sure you tell us where 
your darts have been hitting, so that we’re not completely blind, okay? Send notices to: cgwpipeline@zd.corh 


STARUNCER: After FREESPACE 2 and before 
FREELANCER, It’S 

hard to say il 

where this effort . f 

frarn the ^ / 

PRIVATEER II / . ^ 

team will land. * ■ 


HIGH HEAT 2001 ; Sequel to our Sports Game Of The Year. 

‘Nuff said. We don't even a 

need get Into the crippling ' ? 

rituals that baseball fanat* 

Ic Robert Coffey goes : ~ 

through in anticipation of • /fi 

thisgame. .. 


MIGHT & MAGIC Vlli: DAV OF THE DESTROYER; RP6 

grognards may be able 


to look past the dated 


engine, but the rest of 


the industry is asking 

■C’ 

for an engine that isn't 


four years old. 



COMPUTER GAMING WORLD • cgw.g; 


im • MAY 2000 


43 









Strategically organize attacks against 
enemy camps on all fronts with top-down 
and first-person point of views. 


Amass an impenetrable defense with Chaos 
Torrents, Behemoth Rovers, Chain Guns 
and tons of devastating hi-tech weaponry. 


Enlist with a global community of mercenaries 
and lead commando-style attacks deep 
into enemy lines. 





m INTERNETS oiuiy; 


Buy, trade, sell or steal Jitter Packs and 
build up your intergalactic war machine! 


ReaiLMe 


Little Green Men Spilling 
Little Red Corpuscles 


Y2K Is Going To Be a Bad Year for Alien Invaders 


W ith two titles seeking to 

expand and build upon the 
legacy of CGW Hall of Famer 
X-COM: UFO DEFENSE, 2000 figures to 
be a very good year for alien hunters 
and a very, very bad one for the little 
mind-bending bastards from Mars. It 
should be an interesting face-off. with 
Microprose's license-holding X-COM 
ALLIANCE representing the body of the 
series, and Bethesda Softworks' 

DREAMLAND CHRONICLES: FREEDOM 
RIDGE representing the spirit. 

X-COM ALLIANCE has more in common with RAINBOW SIX 
and its ilk than its own soiuce material. Gamers will play as 
the leader of a four-man squad infiltrating various alien 
installations across several planets. At first glance, the 
UNREAL engine-powered ALLIANCE may look like just 
another Tom Clancy rip-off, but the design team is making a 
real effort to duplicate many of the things that made X-COM 
so engrossing. Every squad member will have special abili- 
ties that will increase with use; you'll still research alien 
technology; and the vulnerable minds of your team mem- 
bers will still be part of the background. Slated for a Q3 
release, ALLIANCE shows some promise, though we worry 



that meaningless puzzles and other 
shooter-type design traps could suck all 
the X-COM flavor right out of the game. 

Hardcore X-COM fans will be most 
excited by Bethesda 's game, since the 
original X-COM designers (Mythos 
Games) are building tliis one — it's not an 
official sequel the same way ALPHA 
CENTAURl (wink wink, nudge nudge) 
isn’t a CIVILIZATION n sequel. 
DREAMLAND CHRONICLES: FREEDOM 
RIDGE retains the classic turn-based 
squad tactics and overall strategy of the original, as gamers 
strive to liberate a future Earth enslaved by aliens. Instead 
of buying weaponry and soliciting money from world gov- 
ernments, the covert nature of your revolt will force you to 
seize or capture what you need. Take over a town to recruit 
manpower; liberate an ammo dump for munitions. FREEDOM 
RIDGE is the first game of a series, and is being built to 
retain the random nature of X-COM's firefights while still 
telling a complex story involving humans, alien factions, and 
those shadowy Men in Black. FuUy 3D with all the requisite 
lighting effects, deformable terrain, and free-floating camera 
movement, FREEDOM RIDGE is the clear spiritual successor 
to the X-COM tlrrone. -Robert Coffey 


Brian Reynolds Leaves Firaxis 

The Gaming God Behind CiV 2 and ALPHA CENTAURl Hits the Road 


T he news hit strategy-gaming fans with all the force 
of a dinosaur-destroying asteroid: Firaxis 
announced that Brian Reynolds, the chief force 
behind SiD MEIER’S CIVILIZATION 2 and SID MEIER’S 
ALPHA CENTAURl. was leaving Firaxis. Computer Gaming 
World contacted both Firaxis and Reynolds to follow up on 
this surprise amrouncement. 

Kelley Gilmore, Communications Manager at Firaxis, 
declined to comment on Reynolds' plans. Gilmore did say 
that his leaving should have no adverse effect on the 
development of CIVILIZATION 3, wliich Reynolds was head- 
ing up. “Obviously we had to do some reorganization, but 
the reality is that we have a pretty deep team here tliat is 
very experienced in the whole CIVILIZATION line, Sid Meier 
will continue to direct creative development, just as he has 
been aU along." In the Firaxis press release Sid Meier 
praised Reynolds, calling him a “talented designer," 

Firaxis has known about Reynolds’ planned departure 
since December, 

T his was just the start, though. It was widely believed 
that Reynolds would form his own game company, and 
that's just what he did several weeks later, announcing Big 
Huge Games. In what is sure to be a blow to the develop- 
ment of current Firaxis games (Meier's DINOSAUR game 


and CIVILIZATION 3), three other notable Firaxis employees 
are joining Reynolds at Big Huge Games. Tim Train— the 
producer and designer of ALIEN CROSSFIRE, producer of 
Sid Meier's ALPHA CENTAURl, and producer of 
CIVILIZATION 3 — is signing up with Big Huge. Also leaving 
is Jason Coleman, senior programmer at Firaxis and the 
man who built their development libraries and coded the 
graphics engines for their games. The third notable Firaxis 
employee to leave is David Inscore, the lead artist on the 
DINOSAUR project. 

In a further surprise, Reynolds, who has made his repu- 
tation on turn-based games, said that Big Huge is going to 
make real-time strategy games. “Yes, turn-based games 
are fun, but now we want to try real-time," said Reynolds 
in an interview with CGW. "That is the kind of game to 
which we are all addicted. We think we can bring some- 
thing new and exciting to the genre. Clearly historical 
games have been our strength, but we haven't ruled out 
any type of subgenre at this point. We have a number of 
ideas that are cool and fun.” 

Reynolds also told CGW that Big Huge hasn't settled on 
a publisher yet, though several have shown a lot of inter- 
est. He said he wasn’t ready to announce anything on that 
front. — Mark Asher 


MAY ZCOO • cgw.ganiespol.i 


COMPUTER GAMING WORLD 


Bead-Me 

Gamestock Trivia Cup 2000 

Microsoft's Attempt to Stump the World's Geekiest Game Journalists 


or the second year in a row, Microsoft kicked off its 
Gamestock event with a gaming trivia contest, 
which pitted groups of journalists against each other 
in hopes of winning a lava lamp for each member of the 
victorious team. Journalists were divided up at random, so 
that the geniuses at CGW couldn't clump together and eas- 


ily walk away with the award. Unfortunately, no one from 
CGW ended up on the winning team, which tells us that 
the event was fixed, obviously. Here’s a small sample of 
what they asked. Get all of them right, and you win the 
Geek Who Most Needs To Turn Off The PC And Go 
Outside award. 



What was different about the character of Lara Croft as she 
appeared in the opening tutorial level of TOMB RA!DER:THE LAST 
REVELATION? 

^Which former head ofTrilobyte Studios was appointed to the role 
of game designer at id Software? 

LucasArts' adventure game tie-in with The Phantom Menace let 
you control which four characters during various parts of the game? 

^ According to PC Data figures, what was the top-selling game 
aimed primarily at girls in 1999? 

^Which' 'groovy" B-movie actor signed on to provide the voice of 
lead character Jake Logan, in Novalogic's space-combat sim 
TACHYON:THE FRINGE? 

Q)The voice of Duke Nukem — radio DJ John St. John — also pro- 
vided voice talent for another popular 3D game in 1999. Name it. A 
bonus point for the character he voiced. 

^ Poker expert Sklansky lent his name to a poker simulation pub- 
lished by which company? 

Q^Whicti two members of the StarTrek; Next Generation cast gave 
voice to their characters in Activision's recentTrek game HIDDEN 
EVIL? 

Name the real-life mercenary who served as technical advisor on 
Raven Software's SOLDIER OF FORTUNE. 


Which former LAPD police chief was an advisor on Sierra's 
POLICE QUEST series? 

^ Name the three character classes you can play in the original 
DIABLO. Score one point for each. 

^ Name the four character classes in Atari's classic coin-op 
GAUNTLET (not just the character classes, but their actual names 
too). 

^What four-digit number was associated with the Commodore 
64's floppy disk drive? 

^The original PRINCE OF PERSIA gave players three lives and a 
fixed real-time limit of exactly how long to complete the game? 

^ What cheat code do you type into DOOM to obtain all weapons 
and ammo? 

^ In Sega's classic coin-op OUTRUN, which make of car did you 
drive? 

@)What is the name of the character you play in PLANESCAPE; 
TORMENT? 

^The first role-playing game ever written by Richard Garriott, prior 
to Ultima I, was called what? 

SYSTEM SHOCK 2 takes place aboard which two stricken star- 
ships? 

^Which famous speedway track is missing from NASCAR 
'Legends due to an exclusive licensing agreement with Sega? 


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The Race to iGHz 

Large Clock-Speed Increases on the Horizon 


T he race between CPU makers Intel and AMD to 
IGigahertz (GHz) clock-speed is on, and like the 
race to the moon, both parties are hell-bent on 
being first. Although both CPU makers dismiss the IGHz 
mark as merely another checkpoint in the never-ending 
battle for CPU supremacy, both are also keenly aware that 
clock speeds sell CPUs. At press time, Intel appeared to 
have the edge in passing that milestone first. In fact, as 
you’re reading this you may well be able to order a IGHz 
Pentium III. How long it will take your favorite PC company 
to ship it is another story. Given some of the long lead- 
times gamers have experienced trying to order 800MHz 
Pentium HIs, IGHz Intel CPUs— though technically "ship- 
ping"— may be very hard to come by, and very expensive. 

At their recent Intel Developers Forum (IDF). Intel 
showed a Pentium III running at a stunning 1.5GHz, But in 
a display of spry industry brinkmansliip, AMD set up camp 
a few blocks away to brief industry analysts about their 


upcoming chips, and flout an Athlon running at l.lGHz. 
AMD is planning on shipping IGHz CPUs by Q3, although 
the schedule may get moved up to keep pace with Intel. 

AMD seems to have gotten Athlon over some of its initial 
motherboard instability issues, and has curried favor with 
nearly all the large-volume system makers including 
Gateway, Compaq, and IBM. Gaming PC makers like 
Alienware, Falcon, and Hypersonic are also building 
Atlilon-based systems. According to one Alienware official, 
the coincidence of the recent shortage of high-speed 
Pentium-Ill CPUs and RDRAM memory, with the arrival of 
high-speed Athlon CPUs, has Alienware shipping the bulk 
of its systems with “Athlon Inside." Alienware still ships 
Intel-based systems and like the performance Pentium-Ill 
delivers, but its customers have been clamoring for Atlilon- 
based systems, and Alienware has been obliging. For the 
latest on the Atlilon/Pentium-III blood feud, check out this 
month's CPU Slap Down on page 118. — By Dave Salvator 


COMPUTER CAMING WORLD • c g w . g a m e $p o t . i 


• MAY 2D00 


47 






you were not fiorn noMe. 
Sutiiour iesfinjj is to reijn as ftin^. 

* Commaod your knights in menacing formations. 

+ Dominate the worlds marketplaces. 

Embody the spirits of William Wallace. Saladin. 
Barbarossa. Joan of Arc. and Genghis Khan. 
Listen to monks speak of thirteen unique 
warriors and civilizations, all in their own dialects. 

+ Achieve victory through conquest, economic 
stranglehold, or exploration, 
i* Find more glory at tuaitu,niierojofttotn/^anie5/aje2 


^ Gaming 

zaNC 



ReaiLlVle 



3 StarCraft Havas Interactive 5 

3 Age of Empires II: Age of Kings Microsoft 5 

5 Unreal Tournament Epic/GT 5 

4 Baldur’s Gate interplay 4 

6 StarCraft: Brood War Havas Interactive 5 

33 Homeworld Havas Interactive 4.5 

7 Quake III Arena Activision 3.5 

11 Rainbow Six: Rogue Spear Red Storm....4.5 

8 Thief: The Dark Project Eidos 4.5 


20 

19 

21 

17 

22 

21 

23 

18 

24 

20 

25 

26 

26 

23 

27 

40 

28 

24 

29 

30 

30 

25 

31 

- 

32 

38 

33 

27 

34 

31 

35 

29 

36 

39 

37 

28 

38 

32 

39 

37 

40 

35 


Half-Life: Opposing Force Havas Interaclive..., 

Sid Meier’s Alpha Centauri Firaxis 

Heroes of Might & Magic III 3D0 

Planescape: Torment Interplay 

Quake II Activision 

Fallout 2 Interplay 

System Shock 2 Electronic Arts 

Final Fantasy VII Eidos 

Baldur's Gate; Tales of the Sword Coast Interplay 
Command & Conquer; Tiberlan Sun Electronic Arts 
Grim Fandango LucasArls. 

SimCily 3000 Electronic Arts 

Freespace 2 Interplay 

Rollercoaster Tycoon Hasbro Interactive 

Aliens vs. Predator Fox 


MechWarrior 3 Hasbro 

Need for Speed 4; High Stakes Electronic Arts .... 

Dungeon Keeper N Electronic Arts 

Worms Armageddon Hasbro 

Jagged Alliance 2 TalonSoft 

Starfleet Command Interplay 

Age of Empires: Rise of Rome Microsoft 

EuerQuest Sony 

Heroes III; Armageddon’s Blade 3D0 

Caesar III Havas Interactive 

FIFA 2000 Electronic Arts 

Myth II Bungie 

Railroad Tycoon II G.O.D 

Total Annihilation; Core Contingency Cavcdog 
NHL 2000 Electronic Arts 


3.5 

S 

4.5 

5 

4.5 

4 

,„.4.5 

....4.5 

....4 

4 

4.5 

4 

...4.5 

,.,.4 

....3 

3 

5 

4.5 

4 

4.5 

4.5 

4 

4 

4.5 

4.5 

...4.5 

.,.4.5 

4.5 

4.5 

.3.5 


NEVy POLLING PLACE! 

Vote in the Top 40 Gaines poll at www.computeraam- 
ina.com. The more people who vote, the better the 
results, but please vote only once per month. 


P LANESCAPE: TORMENT makes its Top 40 debut this month at #14. A 
strong start, to bo sure, but it's got a long way to go before challenging the 
reigning RPG champ, BALDUR'S GATE. In other news, HOMEWORLD, 
CGW's Strategy Game Of The Year, made a hyperspace jump to #7, up 23 spots. 
Check in ne*! month to see if THE SIMS can shake up the top of the charts. 


Tod Action Games 

a 


5 

1 

2 2 Unreal Tournament Epic/GT 

5 

1 


45 

1 

4 5 Rainbow Six: Rogue Spear Red Storm 

45 

1 

5 4 Thief; The Dark Project Eidos .... 

4.5 


Top Advenfaire/RPG Games 


1 1 Baldur's Gate Interplay 

2 - Planescape: Torment Interplay .... 

3 4 Fallout 2 Interplay 

4 2 System Shock 2 Electronic Arts 

5 3 Hnal Fantasy VII Eidos.. 




Top Simulations Games 




1 1 Freespace 2 Interplay 4.5 

2 2 MechWarrior 3 Hasbro Interactive ... ...3 

3 3 Wing Commander: Prophecy Gold Electronic Arts 4 

4 5 Falcon 4.0 Hasbro Interaclive 3.S 

5 - European Air War Hasbro interaclive 4 




IT 



1 1 3 Need For Speed: High Stakes Electronic Arts... 

5 1 


2 2 FIFA 2000 EA Sports 



3 1 NHL 2000 EA Sports 



4 4 Midtown Madness Microsoft 



1 5 5 NBA Live 2000 EA Sports 

5 1 


Top Strategy/War Games 




1 1 StarCraft Havas Interaclive.... 


2 2 Age of Empires II: Age of Kings Microsoft ... 

3 3 StarCraft: Brood War Havas Interaclive 

4 - Homeworld Havas Interactive 

5 


4 Sid Meier's Alpha Centauri Firaxis ... 




COMPUTER GAMING WORLD • 


49 






* * * *CONFIDENTIAL*** * 


[ SECTOR 1 ] 

The year is KfiOICS., and the world ie a dangerous and 
chaotic place. Terrorists operate openly, killing 
thousands. The world's economics are close to 
collapse and the gap between the insanely wealthy 
and the desperately poor has grown to the size of 
the Grand Canyon. Worst of all, an ages old 
CONSPIRACY bent on world domination has decided 
that the time is right to emerge from the shadows 
and take control. No one believes they exist. 

The conspirators must be stopped from spreading 
-GREY DEATH- . This vorlcl ia full of lies and 
b'ftrayel , a vorld vbeze nothing is as it seems 
and entire nations can soeuiingly be turned at 
the pushed of a button. !rRI/5r NO ONE, 




ION Slorm names and logos are itademarks ol ION Storm, L.P. All Rigtils Reserved. © 1999, 2000 ION Storm. Eidos Interactive and Ide Eidos . 
logo ate registered trademarks ol Eidos Interactive. © 1999, 2000 Eidos Inieractive. AMD, the AMD logo, Athlon and combmalions Iheteol, ate- 
of Adv.inced Micro Devices, Inc, The ralings icon Is a trademark ol the Inieractive Digital Soltware Association. 


III. BREAKING THE OATH : 

TRUTH AND CONSEQUENCES XggMSBCK«i»gK& 

1 . A verbal warning accompanied by a review of 
security oath. 

2. A stronger warning, sometimes accompanied by 
browbeating jCDCttiOlctotgtciEOfK . and intimidation. 

3. Psychologically working on an individual to 
bring on depression that will lead to suicide. 

4. Elimination of the individual that has been made 
to appear as an accident, suicide or heart attack 


Sources say Deus Bx was created by Ion Storm to uncover the 
truth. Some say it's merely the latest conspiracy fueled by 
a madman. And some say it's a future training tool made to 
look like a hyperrealistic 3-D roleplaying computer game. 
Whatever it is, proceed with caution. They know you want it. 


No. 34561 


TROTH 

o Fight terrorists, 

as ordered by UNATCO, 
ho maintain control over 


o Survive constant attack 
and/or incarceration 
as you establish ties 
to a new ally base. 


IDOS 


JOIN THE CONSPIRACY 

at deusex.com 


AMD^ 




o Send any and all information to 
www.unatco.coin. It could be the 
difference between life and death. 


> Establish a new base of 

operations with ' 

and forgo alliances. 




o 5'.ind a way to build your own 
capabilities to che point where 
you have a chance of defeating 
the one with God-like powers. 


CONSEQUENCES: 


I ^ 

! 

'.Jt- 


1.525 6362 



S'ig , 2.6 Expand 
your pool of allies 


Diagram B2 Situaiional Missions (Fig. ‘s 2. 1-2.6) 


QUESTION EUERYTHING. 





B lack Isle Studios isn't just on a roll these days— 
they're on a dlOO roll with a +10 bonus to all 
attacks. (Sorry.) Interplay'.s RPG group, created out 
of thin air a few years ago during role-playing's mo.st 
notorious slump, has, to everyone's surprise, emerged as 
perhaps the dominant RPG maker in computer gaming 
today— eclipsing the achievements of RPG heavyweights 
like New World Computing and Origin. If you think that’s 
a bit hyperbolic, consider this: They have now won 
CGWs (and many other publications') RPG Of The Year 
award three years in a row- -for FALLOUT in 1997, 
BALDUR’S GATE (through Bioware) in 1998. and 
PLANESCAPE: TORMENT in 1999. And they show no 
signs of slowing down. 

While everyone waits for Bioware's highly anticipated 
BALDUR’S GATE 2, Black Isle hopes to satiate their fantasy 
RPG fans with ICEWIND DALE— a straight-up, old-fash- 
ioned, hack-and-slash dungeon romp set in Dungeons and 
Dragons' Forgotten Realms universe. Yeah, you can go 
ahead and say the "D” word (DIABLO)- -Black Isle won't 
deny the obvious influence. In fact, the looming, gigantic 
presence of DIABLO 2 is a very good reason why you’ll 
probably see ICEWIND DALE sooner, rather than later— 
they want to beat Blizzard's monster out the door. 

Shut Dp and Fiqht 

Unlike their thjee previous RPGs, there is no central 
hero to ICEWIND DALE. As in the classic RPGs of yore, 
you’ll start the gam^e by creating your entire party (up to 
six characters), and the game will open in a pub where 
the adventurers are hanging out, looking for a good epic 
story to get mixed up in. It’s the classic D&D setup. 

You’ll begin the game in Easthaven, one of the “Ten 
Towns" of the Icewind Dale region m the far northwest 
tip of the world, and soon find yourself joining an expedi- 
tion to the mountain-pass town of Kuldahar, where you 
must help fight (what else?) a great evil plaguing the 
area. From Kuldahar, a number of guests will branch out 
around the Spine of the World mnnntam range- and 
Black Isle is still keeping quiet about what the larger plot 
points will be here. 

Perhaps the main thing to note, however, is that 
though there is a story here, the emphasis is nor on plot 
or dialogue, but on combat. Dialogue is largely going to 
be need to drive you forward to the next combat situa- 
tion— there won't be a lot of random yammering going 
on. Just to give you something to compare it to, ICEWIND 
DALE is going to have about 250,000 words of dialogue, 
compared to BALDUR’S GATE’S 500,000 and PLANESCAPE: 


NEED A RUN KEY You'll 


Icewind 

Dale 

Black Isle Studios ServesUpar^D^ 

Hack-and-Slash RPG 


of your time in ICEWIND DAIi 
Sanctuary, 


MAY 2000 • cgw.gamespol.CDin • COMPUTER GAMING WORLD 


52 



ROLE-PLAYIIMG 



Tltis is a concept 
sketch showing a great forge located in some 
ruins found later in the game. 


TORMENT’S 900,000, '‘We want people out killing every- 
thing they see," said associate producer Darren 
Monahan, “not sitting and flapping all day." On the 
other hand, role-players shouldn't worry that dialogue is 
totally superfluous or superficial~it isn’t. There will be 
different dialogue options depending on alignment, sex, 
class, and race, and how you choose to respond could 
affect how certain conversations and quests play out. 

While BALDUR'S GATE was set in a largely undevel- 
oped area of the Forgotten Realms, Icewind Dale is one 
of most well-known areas, thanks to a number of best- 
selling books by Robert Salvatore. But Black Isle was 
only granted the use of the Icewind Dale setting 
because they were promising a plot-light dungeon 
romp, thus ensuring that the game wouldn’t mess with 
any official continuity. Thus, hardcore fans should know 
that the game will not feature any of the major charac- 
ters from the book, such as the ever-popular dark elf 
Drizzt, or Wulfgar the Barbarian. And just to make sure 
we’re all clear on that, Black Isle set the game in the 
year 1281, a full 16 years before the first recorded men- 
tion of Drizzt. 


Rules of the Game 

As far as the gameplay goes, those familiar with 
BALDUR’S GATE will be right at home 
here— expect no big changes or sur- 
prises this time around. Icewind DALE 
will use Bioware's Infinity engine with 
a few minor modifications (some creat- 
ed by Bioware for BALDUR’S GATE 2)— 
including a “bumping" technology that 
should help eliminate some patlifind- 
ing problems, an accelerated walking 
speed (you won’t be able to run, as in 
PLANESCAPE), the ability to rest your 
party until fully healed, and integrated 
Mplayer matching support for multi- 
player games. 

Black Isle has also made a couple 
subtle modifications to the interface 
that may go unnoticed by many, but 
will be greatly appreciated by those 
who obsessed over BALDUR’S GATE. 

The Rest button has been unburied 
and moved to the main screen; the 
Guard button has been removed 
(since, apparently, no one used it in 
BALDUR’S GATE) ; and dialogue is 
going to float above the characters as 
in PLANESCAPE. 

Combat is going to use fundamental- 
ly the same system— there's just going 
to be a lot more of it. As Chris Parker— 

ICEWIND Dale’s producer — described 
the game, "You're either going to be in 
a fight or licking your wounds," and he 
estimated that well over 90 percent of 
the game takes place in the dungeons 
themselves. The biggest change to 
combat actually occurs at the character 
creation stage. lAIeapons proficiency 
has been altered to more closely reflect 
the AD&D Second Edition rules, which 
have you optionally assign your character a proficiency 
in a specific weapon, rather than a general class of 
weapons as in BALDUR’S GATE. This should add greater 
strategic depth to the combat, as should Black Isle’s 
promise of smarter monsters, who will use terrain to 


You Got a Purty ll/Iouth 

The artwork was still in progress 
when I checked out the game, but 
what I saw— some dungeons, charac- 
ter portraits, and other background 
art— revealed that the game is going to 
easily live up to the high standards set 
by the earlier games, with the same 
combination of meticulously rendered 
backgrounds and lovingly painted 
high-fantasy portraits. Expect to see 
lots of ice- and snow-covered moun- 
tainsides, along with geothermal 
caves, ancient crypts, ruined Elven 
towers, and Dwarven keeps— all the 
stuff that keeps fantasy fans up way 
too late at night. 

ICEWIND DALE, with its complex 
gaming system rooted in AD&D, its 
already-proven engine, and its meticu- 
lous artwork, is far more than just a 
DIABLO clone— and may in fact be that deeper, more 
hardcore hack-and-slash experience that many gamers 
have lusted after. Will it rise to the level of quality estab- 
lished by the other Black Isle RPGs? Hope for s ome g ood 
dice roils when the game ships later tliis year, 


their advantage. 

At the moment. Black Isle is saying 
that there will be around forty new 
spells in the game. In addition, the 
experience cap is currently set at 
about 1.8 million points, which will let 
your characters grow to between Level 
14 to 16, depending on class (all char- 
aaers will start at Level 1). 


COMPUTER GAMING UVORIO • cgw.gamespot.com • MAY 2QQ0 


53 









/(I-WAVS^ 


Visit <iWiw.esrb.org 
or call 1-800-771-3772 
for more info. 


ezOOOThe ODOCorrpany. 
lespQctivG logoi, ais Iradan 
rks halong lo their respociivi 


and their 
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ompanvi 



COMBAT. PLASTIC MEN.’ 


www.armymen.com 


X'^'Xox'a 


Edna? How’d you 
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No! I can’t talk 
right now... we’re 
about to launch a 
mEgor offensive! 



“ACTION GAME OF THE YEAR” 

- GAMESPOT, WELL-ROUNDED ENTERTAINMENT 

“MULTIPLAYER GAME OF THE YEAR” 

- C/NET GAMECENTER 

“★★★★★ (OUT OF 5)...UNREAL TOURNAMENT HAS 
HAD US ADDICTED LIKE CRACKHEADS ON PAYDAY” 

- COMPUTER GAMING WORLD 

“UNREAL TOURNAMENT IS THE MOST COMPLETE 
FIRST-PERSON SHOOTER AVAILABLE” 

- GAMESPOT 

“WHETHER YOU'RE NEW TO THE GENRE OR A SHOOTER VET 
LOOKING FOR NEW THRILLS, UNREAL TOURNAMENT HAS 
EVERYTHING YOU NEED” 

-CNN 

“UNREAL TOURNAMENT IS GETTING THE HIGHEST SCORE 
THAT IGN HAS EVER GIVEN A GAME” 

- IGN.COM 

“★★★★★ (OUT OF 5)...THIS IS A GAME THAT SHOULD BE 
CRAMMED INTO STOCKINGS EVERYWHERE” 


- COMPUTER GAMES ONLINE 



Unreal' Toumamenl O 1999 Epic Gamei, Inc. *11 Rishts Reserved, Created by Epic Games, Inc. In collaboration with Digital Exiremes. Published and distributed by GT Interactive Soitvrare torp. GT is a iradwaik 
and the GT logo ha registered trademark of GT Interactive Software Corp. Unreal and the Unreal logos are trademarks of Epic Games, Inc MPlayct and theMPIayer logos are trademarks of MPlayor Interactive. Inc. 



COMPUTER GAMING WORLD, 

GAMESPY, GAMEVORTEX, MPOG.COM, 
SHARKY EXTREME, CHUCK ROCK UVE! 





Motocross 
adness 2 


roadblocks just to find a quicker route between gates— 
an interesting new wrinkle to be sure, especially when 
some Enduros are stocked with upwards of 100,000 
individual trees, and each of them with a polygon count 
of 150-300. 

To better analyze and improve your ride, the game 
offers a pair of new utilities; a VCR-type replay suite, 
and an innovative ghost-racing mode that records each 
consecutive fastest lap and then replays it immediately 
for your riding pleasure. Satisfied racers can then send 
their finest ghost laps to friends for what is essentially 
a delayed multiplayer mode, or they can simply pass 
along their most horrific accidents. To sweeten the pot, 
Rinard says MADNESS 2 will offer even more broken- 
boned hilarity than the first, with "gut- wrenching ani- 
mations that should make you wince as you laugh. ” 

Rainbow has also made serious moves to enhance the 
aural experience of MADNESS, wiring real-life 
motocross rider Stephane Roncada (see sidebar) and 
recording the sound of a true built-for-racing bike in 
the heat of action. Rinard recounts, “We put thousand- 
dollar Sennheiser microphones in backpacks, on the 
suspension, on the handlebars, under the seat, and 
everywhere else on Stephane and his bike. Many 
microphones were crunched and some were destroyed, 
but on our eleventh multi-day trip into the desert, we 
finally got it. I think this is the best engine sound in 
any racing game ever.” 


PREVIEW 


I Rainbow Studios Gets Down 
and Dirty With Hotly 
I Anticipated Sequel 


by Gord Goble 


hen MOTOCROSS MADNESS left 
the gates back in the summer of 
'98, PC riders were suddenly 
faced with a whole new concept— free- 
dom. Freedom to race through point-to- 
point or closed-course circuits, freedom to 
explore the world outside the designated 
track, and freedom to forsake the racing 
altogether and embark upon a trick-turning 
orgy to put Heidi Fleiss to shame. It was 
dirt bike action on a grand and muddy 
scale, and it's coming at us once more in this summer's 
hotly anticipated follow-up, MOTOCROSS MADNESS 2. 

Again developed by Phoenix-based media production 
house Rainbow Studios, Microsoft’s latest journey into 
high-flying motocross action promises to dramatically 
advance the sensory experience while adhering to the 
"simulation meets arcade” flavor of the first title. To 
that end. Rainbow has designed the entire game in- 
house, with virtually all original design-team members. 

Certainly MADNESS 2 promises to be nothing if not 
comprehensive, with larger environments than the orig- 
inal, more tracks (48 in all), more events (a total of 64), 
new exploration-style “Enduro” racing, authentic 
motocross 




GENRE: Racino • RELEASE DATE: June 2000 
PUBLISKEH; Microsolt 

Pro Circuit 
mode that will 

DEVELOPER: Rainbow Studios 

guide riders 
through an 

CONTACT: www.miGrosoft.coni/Qames/mQtocniss2/ 


entire career 


and 40 individual events. But the big news out of 
Rainbow can be expressed in one word: Graphics. 

According to MADNESS lead designer Robb Rinard, 
the days of barren landscapes are a thing of the past. 
This time around, environments will feature "terrain 
with the illusion of one-half inch resolution” and up to 
"nine times as much raw geometry data than in the 
first game, where we had a huge terrain, but no sense 
of being in a particular place. Now we have entire eco- 
systems, ranging from forest to desert to tropical loca- 
tions, each with numerous settings such as farms and 
trailer parks inside them.” 

And those new landscapes aren't merely for show, 
either. MADNESS 2 will introduce fully-interactive ele- 
ments such as animated freight trains and missile 
silos— items that must be operated or otherwise dealt 
with by the rider. In Enduro racing, gamers can expect 
to pick their way through forests and other natural 


MAY 200D • CQuv.g: 


• COMPUTER GRMINC VUORID 



TRAINS, PLANES, AND MOTORCYCLES MOTOCROSS MADNESS 2 
will be packed with enough animated objects and environmental obstacles 
to keep virtual riders constantly busy. 




PREVIEW 

STEPHANE 
RONCADA 

20-year-old Stephana 
Roncada is one of those 
guys who knows no limi- 
tations. A dirt bike rider 
since the impossibly 
young age of five, 

Stephaneleft his native 

France in 1997 to seek motocross fame and fortune in the U.S. 

And he's done just that— the Yamaha of Troy rider has managed 
to keep himself at or near the top of the championship standings 
in each of his first three years on the grueling 125cc Supercross 
and National Championship circuits. 

Yet Roncada doesn't confine his love for the sport to the track. 

An ardent gamer, he was immediately taken with the original 
MOTOCROSS MADNESS, and in particular its course-generation 
utility. One year and dozens of self-designed tracks later, 

Roncada set out to meet the Rainbow Studios team at last sum- 
mer's E3. He immediately hit it off with Rainbow senior designer 
Robb Rinard, who picks up the story from there. 

“Stephane was very interested in becoming involved, and his 
role in MOTOCROSS MAONESS 2 has become absolutely huge. 

He's designed every one of the Supercross tracks and five of the 
National tracks in the new game, using Photo Shop and 3D 
Studio MAX. He's an utter prodigy. He has this ability to see the 
entire track in his head, and then to design obvious lines and 
hidden, faster lines that allow you to better set up for the sec- 
tions ahead." 

Roncada contributed in other areas of the too, engaging in 
time-consuming audio capture sessions and assisting with 
physics modeling and game testing. He maintains an indepen- 
dent website (www.ronronmx.com) filled with information and 
links on his newest pet project. He certainty seems to be one 
athlete whose involvement with computer gaming goes far 
beyond a name on a box. 


i ^ 


DETAILS, DETAILS... On the left, a circa-ISSS MDTDCRDSS MADNESS rider. On the 
right is his 2D00 equivalent, decked out in authentic gear, aboard a real Honda bike, and 
featuring an attention to detail and curved surfaces that's downright striking. 


Also transformed is the MADNESS bike physics model. 
Though Rainbow hasn’t tinkered appreciably with the 
steering, Rinard tells us “There were certain aspects of 
the bike’s behavior we didn’t like in MOTOCROSS 1. 
There was no hint of a powerslide and we thought the 
actions of the suspension could use some work.’’ The 
solution? Rainbow lead programmer and physics- 
engine developer Glenn O’Bannon located a PhD thesis 
on the mathematics behind modern suspensions and 
progressively-wound spring teclinology, then incorpo- 
rated his findings into the game. The result, according 
to Rinard, is “funky arcade powerslides,” more realistic 
force absorption, and a better ride throughout. 

What won't make it to the sequel? As in the original, 


you won't find handlebars in the first-person view, or 
lens flare in the sky (Rinard calls the latter "too dis- 
tracting"). Also not part of the initial release is a track 
editor, though that doesn't mean Rainbow isn't work- 
ing on it. In fact, when the MADNESS 2 editor does 
become available as a no-cost download in late sum- 
mer, Rinard says we can expect a stand-alone "mon- 
ster" capable of full-terrain editing and allowing aspir- 
ing designers to "hit a button, drop your bike on the 
new course, and test it right there.” All of which 
sounds mighty cool. 

But perhaps the most intriguing MADNESS 2 
component will be the Pro Circuit career mode. 
Here, riders will begin in Enduros with what 
Rinard calls a “sorry hunk of machinery,” no 
pro racing gear, and a distinct cash shortage. 

As you progress through the various indoor 
and outdoor events and move to a better class 
of bike, you’ll be forced to handle such issues 
as repairs, sponsorship dealings, and — as in 
real life — medical expenses. And should you fail 
to maintain a strong championship ranking, get 
ready for a most shocking development. Suffice 
it to say that I know all about it, and it sure 
ain’t pretty. 

The game as a whole, however, looks to be 
very pretty indeed. MOTOCROSS MADNESS will 
support Windows 95, 98, and 2000 when it 
j umps and crashes its way to retail this June. 


COMPUTER GAMING WORLD 


gw.gainespDt.i 


im • MAY 2DDQ 





■Ilillil-'n-- IlfllTlir liBiis.U! 


Flight 911 



For your safety 

In preparafion for takeoff, securely fasten your racing 
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of launching from 0 to 60 in 4.3 seconds and cruising at 
speeds in excess of 170 mph. Please remember, smoking the 
tires through 360s and four-wheel drifts is strictly encouraged. 
We know you have a choice when it comes to your adrenaline 
needs— thank you for choosing Need for Speed. 

Sicherheitshinweise 

Vor dem Start die Sicherheitsgurte fest onlegen. Du fliegst im 
Porsche 911 Turbo. 

Mesures De Security 

Veillez a bien attacher vos celntures en vue du demurrage 
imminent. Vous vous trouvez a bord de la Porsche 911 turbo. 


Z\ts b b S: D -O U tor < ;S: $ t 



Also available for Playstation' gome console. 

ELECTRONIC ARTS’ 
wwv/.needforspeed.com 


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Indepe 


S pace sims have traditionally 
been about quick, flash-bang- 
zoom dog-fighting without the 
constraints of "physics.” Consider 
the irony, then, last year when 
INDEPENDENCE WAR — a game making 
heavy use of realistic physics— got the 
nod for top Sci-Fi Sim within such a 
fantasy-based genre. In addition to the 
physics engine, INDEPENDENCE WAR 
featured a good story and interest- 
ing— if linear— mission design. 

INDEPENDENCE WAR 2 (a working 
title; the definitive title will most like- 
ly be "Independence War" with a sub- 
title) will retain the same physics 
model, but this time the mission 
design will be more open-ended. 

Don't expect another spin on the 
Commonwealth vs. Indie theme from 
the first game; fast-forward 100 years 
and you’ll have the current setting. 

The universe is filled with corpora- 
tions and colonists— think Blade 
Runner mixed with the Western Frontier. The storyline 
is on a more personal level this time; you start out as 
young fellow Cal Johnston. After seeing Pa Johnston 
killed, you’re raised by Jefferson Clay (the same Clay 
from the original game) to become an enterprising 
space rogue, and then you progress into a Robin Hood- 
esque freedom fighter. 

While the first game 
focused on naval combat, 
this one will be on free-form 
piracy. Glyn Williams, lead 
designer and founder of 
■ Particle Systems, cites ELITE 
• as a major influence here. 
And so, you won't go 

through a string of canned missions as in the first 
game; you'll be given the freedom to pursue your own 
agenda. The game is split into discrete chapters, and 
each will have a few missions that require completion 
before progression: other than that, you can do pretty 
much whatever you want. The few missions that you 
must complete mix elements of piracy with bits of old 
school, “Fighting The Man”-style missions. 


Physics 


Collide With Open-Ended Gameplay 


ANTICIPATED llELiASE: 04 OH 

PDBlISHE fl : Infogrames 

OEVElOPEn: Particle Systems 


The original game had a pretty good-looking engine; 


its main limi- 
tation was its 
3D support, 
which was 
Glide or bust. 

Now the team 
is using 
Direct3D and 
reaching into 
its bag of 
graphics tricks 
to render 
stunning 
ships. The 

nebulae and various space backdrops already look 
snazzy; the ships are going to be dropping your jaws. 
Through a complicated series of programming tricks, 
the ships properly reflect light and shadow based on 
the types of material they're made from and the loca- 
tion of the light source. That is, you get very realistic 
metallic sheens, lens flares, and reflections— all of 
which combine to give the ships a tactile look. 

The ship variety has also been upped significantly. 
The familiar corvette class is now accompanied by min- 
ers, civilian yachts, smaller police vessels, and more 
fighter craft. The designs range from evolutions of 
designs from the previous games, to some that were 
influenced by James Cameron's The Abyss or 
Kurosawa films. To reflect the more personal storyline, 
the focus wOl be on the personal fighter ships, rather 
than on the massive vessels of the previous game. 

Right now, the team is still banging on the engine 
itself, and letting bits of gameplay leak into their work. 
There’s a lot that’s being plarmed, but not quite imple- 
mented yet — like multiplayer, base-building, and ship 
customizing. Even though a few key issues are still "up 
in the air," I’m confident in Particle Systems; they've 
already taken a not-too-successful aspect of past sims 
(realistic physics), and crafted a great game around it. 
Now they're taking their physics, and adding the open- 
ended gameplay that's been missing since PRIVA TEER. 
So keep an eye out for this one, come Clrristmas. KdlJ 


COMPUTER GAMINS WORLD 


ipot.Dom • MAY 2D0D 








The Sins is not a g 
it’s a way of iif ei 


By Chris lomhardi 







t's lunchtime on a Friday at a grimy pub in 
downtown San Francisco. A pack of editors 
from a computer game magazine are there 
to order greasy burgers, ogle the beautiful 
bartender, and gab. So far, so normal. 

But this day is not normal. It’s about as 
far from normal as you can get without Rod 
Serling as your host. For where these edi- 
tors usually talk games and movies and 
comic books in conversation thick with off- 
color jokes, today they’re talking interior decoration, land- 
scaping, the secrets of good housekeeping, and, egad!, 
relationships. Understand that these are guys who regular- 
ly fail to match their socks, who could learn something 
about social graces from the average orangutan. These 
"guy’s guys" have suddenly transformed into Martha 
Stewarts and Mrs. Manners, nattering away a mile a 
minute, effusively gossiping about the marriage troubles of 
the so-and-sos, and so giddy with enthusiasm over a par- 


CC3W RATED 

PROS 

A breakthrough design that’s entertaining and innovative 
nn many different levels. 

CONS 

Mundane details of the Sims' lives can become |ust as 
rote and tedious as in real life. No sex! 


Rerjuircments: Pentium 233M»i2, 32MB RAM, 300MB hard drive space, Ax CD-ROM. 
Recommendeii Requirements: PentiuiTi II, 6AMB RAM. 

3D Support: Nuiie Multiplayer Support: None 


Publisher: Electronic Arts * Developer: Maxis • $40 • www.tliesims.com 
ESRB RaUng: Teen; mature sexual themes, mild animated violence, 
comic mischief. 






I 









Visitvmv.esrb.org I 
or call 1-8IXI-771-3772| 
for more info. I 



ticularly successful combination of mauve carpeting 
and Japanese wall coverings that they’re seriously at 
risk of wetting themselves. 

Just what the hell is going on here? Who turned the 
cosmos upside-down and inside out? Something 
wicked has surely come this way... 

So Wrong, It’s Wright 

The name given this evil is THE SIMS, the latest 
brain-contagion-disguised-as-software from Will Wright 
and Maxis. You may remember Wright as the man who 
unleashed SIMCITY on an unsuspecting world in the 
early 90s, and whose company Maxis has subsequently 
riffed on the Sim theme to create titles like SIMLIFE, 
SIMEARTH, SIMP ARM, and SIMANT, among others. 

THE SIMS concept follows naturally 
from SIMCITY. In SlMClTY, you played 
the planning god of a simulated urban 
environment. In THE SIMS, you drop 
down an order of magnitude in scale 
and enter the homes of the Sims to 
play household deity, directing the day 
to day lives of the average Sim-on-the- 
street. In SIMCITY you laid out zones, 
created urban amenities and services, 
and dealt with disasters. In THE SIMS, 
you design a house from the slab up, 
using very elegant home-design tools; 
you furnish and decorate and help 
individual Sims negotiate the daily tri- 
als of life, as well as the occasional life 
crisis. Sims make friends, find love, 
have children, climb career ladders— 
and yes, even face death— all of which 
is depicted with charming animations 
and a rich and clever sound design. 

Like most Sim games, THE SIMS is not so much a 
game as a "software toy.’’ In fact, THE SIMS is even less 
"gamey’’ than the open-ended SIMCITY, which attempt- 
ed to offer game-like challenges by presenting urban 
crisis scenarios as problems to be solved. There are no 
"scenarios” in THE SIMS, and no explicit goal. This is 
free-form, exploratory gaming in the extreme. 

Money, and How It Gets That Way 

That’s not to say that THE SIMS is completely without 
structure. Money motivates and frames a Sim’s behav- 
ior. Money buys and furnishes homes; feeds Sims; pays 
their utility bills, their gardeners, and their maids. Sims 
earn cash by working at one of 10 different career 
paths, which range from medicine to entertainment to 
crime. They move up the career ladder by improving 
their skills (including such things as mechanical apti- 
tude, charisma, and physical fitness), building their 
social network, and going to work in high spirits. 

The mood of a Sim is all-important, and keeping your 
Sims happy is your number-one concern. The Sim’s psy- 
che is divided into nine basic needs (social, hygiene, 
bladder, hunger, energy, entertainment, comfort, and 
environmental satisfaction) that must be adequately 
met in order to keep a Sira grinning. The fundamental 
challenge of THE SIMS, as in life, is to find the time to 
meet all of your Sim’s basic needs and still have time to 
boogie. Each sim day, you face questions like: Do I 
spend my two hours of free time tonight playing pool 
with my friends, or studying for a promotion? Computer 
games until the wee hours, or a good night's sleep? A 
bath tonight, or in the morning? It’s the juggling act 
that each of us performs every single day, each in our 




own way and to varying degrees of success. It's life in 
all of its drab, humdrum detail, as well as in the little 
victories and achievements that make it all worthwhile. 

Free Willie 

The Sims are autonomous beings, to a degree. They 
can taite care of their basic needs, but never as well as 
an attentive and conscientious player/caretaker. So, if 
you want to maximize your Sim’s success in some 
realm, you'll need to take control, which means direct- 
ing every action a Sim makes: going to the bathroom, 
flushing the toilet, wasliing its hands, cooking dinner, 
washing dishes, turning on the TV, sitting down to 
watch TV, turning off the TV, setting the alarm clock, 
going to bed, getting up, going to the bathroom, flush- 


Welcome to the neigh- 
borhood. Pick a lot build 
a house using simple 
and elegant home- 
design tools, and deco- 
rate until your wallet 
cries "uncle." 


ing the toilet, tak- 
ing a 

shower. ..every 
freaking day. 

Sound tedious? It certainly can be. Fortunately, suc- 
cess in Sim life brings some relief from the drudgery. 
You can hire a maid to clean up, a gardener to garden, 
and (halleluja!) a toilet that will flush itself. Other appli- 
ances and improved skills can reduce the amount of 
time spent with dirty details. 

But initially, the micro-management of life’s minutia is 
unrelenting. This, combined with some limitations, can 
lead to initial disappointment, A game that bills itself 
as a “life simulator” can’t fail to disappoint to a degree, 
given one's intimate familiarity with the subject matter 
and the huge expectations one can’t help but heap onto 
the simulation. For instance, in a life simulator, you 
might hope that your Sims could get out of the house, 
go on a date, go to the bar. But THE SIMS is centered 
entirely on the home. The career choices are rather lim- 
ited, as is the actual effect that a career has in the sim- 
ulation, the only operational difference between careers 
being in the wages earned and hours worked. Sims 
have relationships with other Sims, but the purity of 
Sim friendships can be tarnished by the fact that one 
must amass friends to climb up most of the career lad- 


COMPUTER GAMING WORLD 


;gw.g. 


• MAY 2 000 


67 






THE SOCIAL SIM 

The range of Sim social behaviors is quite broad: dancing, insults, jokes, 
slaps, and alt sorts of huggin', touchin,' and squeezin’ - with the excep* 
tion of sex. The scclat component is extremety welt designed, with intri- 
cate gestures and body tanguage, iconic speech baitoons (see hot tub 
shot) that suggest the Sims’ 
language. 


imagination in full gear, seem to be enjoying the game 
the most. THE SIMS is designed such that the more 
imagination you bring to it, and the more you are will- 
ing to explore and push beyond its apparent limits, the 
more you get out of it. 

The second sense in which THE SIMS is more than it 
appears is that the game you buy off the shelf offers 
just a slim percentage of the household objects, charac- 
ters, and home-decorating options available. The Maxis 
team was clever enough to realize that they could not 
provide everything that people might want in THE 
SIMS. So, they’ve given players the tools and support 
they need to create new elements. As I write, the game 
has been out for just three weeks, and already there 
are hundreds of new character "skins" available, rang- 
ing from Frankenstein to The Flash to the entire KISS 
band, in addition to thousands of new wallpaper and 
flooring options. Maxis itself is releasing a new object 
each week, and plans to continue releasing one a week 
for the foreseeable future. 

Finally, Maxis' Web site, www.thesims.coni, offers 
players a whole meta-level of social interaction with 
other real people. Players can upload their neiglibor- 
hoods and families to the Web site and download oth- 
ers to compare and contrast their efforts. By far, the 
most interesting component of the site is the "photo 
albums,” assemblages of screenshots from the game 
with captions. Players have been using this tool to cre- 
ate surprisingly good graphic novels of sorts about 
their Sims families. They’re worth checking out, even if 
you're not into the game. 

So, if you’re able to engage THE SIMS at one or more 
of these levels, it’s a totally addicting, fascinating, 
charming, and— in small and unexpected ways— 
enlightening experience. It’s remarkable how one’s life 
and personality can be mirrored by the game, and how 
the game can show you your own life from fresh angles 
(I know I’ll never look at my co-workers in quite the 
same way). That a piece of entertainment software is 
capable of evoking so much from its players is rare and 
praiseworthy. But when one considers THE SIMS' other 
achievements— among them, vigorously affirming the 
commercial viability of non-competitive games, enlist- 
ing players as co-creators at an unprecedented level, 
offering long-term support and extension of the game 
universe (for free), and, perhaps above all, getting 
gamers to think about things like hygiene, nutrition, 
and a good night's sleep (not that it's had any real 
effect around CGW)— one realizes that what we have in 
THE SIMS is an Important Game, one of those rarities— 
a SIMCITY, a DOOM, a HALF-LIFE— that will make an 
indelible mark on our hobby. Such games only come 

around once in a 
while, and 
shouldn' t be 
missed. E33 


ders, reducing friends to objects that must be collected 
like Pokemon in order to “gain a level.” Then there's 
the fact that the only obvious objectives are the acqui- 
sition of consumer goods and the enlarging of one’s 
home. The sum effect is that THE SIMS can come off as 
an agoraphobic Yuppie simulator, without enough 
tasteful wallpaper and flooring combinations. 


And Now, the Rest of the Story 

However, such a view only skims the surface of THE 
SIMS. There is deeper magic coursing through this soft- 
ware that’s not at all obvious from viewing the bare 
bones of the simulation. In several difference senses, 
THE SIMS disc that you bring home from the store con- 
tains but a small fraction of what the complete experi- 
ence has to offer. 

First, a very interesting thing can happen to players 
while they are taking their Sims through the paces of 
their lives: They begin to spontaneously create stories. 
Wherever there are gaps in the simulation, wherever 
details are left unspecified, one’s mind compulsively 
fills these holes with narrative. An example: 

Chumpy Lombardi, my first Sim, was on the business 
career path. He was successful, he was financially 
secure, but he was bitterly unhappy. One day, he could 
bear it no longer. He quit his job, and used his savings 
to go back to school to study his true passion: science! 
To support himself, he became an artist, selling his 
paintings to pay his tuition. Once his education was 
complete, he joined the ranks of working scientists, 
and— because he was so delighted to have finally dis- 
covered his bliss— flew up the academic ladder, eventu- 
ally becoming a full professor. The end. 

Now, very little of this scenario actually happened 
within the simulation. There is no “midlife crisis" mod- 
ule programmed into the game. You can’t really go back 
to school. And it’s really hard to tell the difference 
between a Sira who's found his bliss and one who has 
not. But the simulation provided just enough of a 
framework for my imagination to work upon and spon- 
taneously weave this tale. 

Everyone I know who's played THE SIMS has experi- 
enced this phenomenon, and those who've allowed 
themselves the greatest freedom to "think outside the 
box" of the simulation, to meet it half-way with one’s 


MAY 2000 • 


^gw.gamespot.i 


• COMPUTER GAMINC VYORLO 









«k 


70 



Here’s a small sampling of the weirdness to be found in the online 
photo albums at www.thesims.cam. 1) Mr. Sadistic {the naked one on 
the bench) keeps Sims as pets... 



2) A scene from inside the compound of a Sim cult... 



4) Things take a turn toward the tragic in the life of Gnzzley Adams; shot 
by the deputy, he lies bleeding while faithful companion Tan-Bear grieves 
(note; the image was doctored to add the blood. There's no bloody violence 
in THE SIMS. ..yet). 


MAY 2000 • c g v». g a m e s p a I .cDm * COMPUTER GAMINS WORLD 



An Interview With Gaming’s Great 
Constructor, Will Wright 


II 


K lapaucius is my hero,” says Will 
Wright, the designer of SIMCiTY 
and THE SIMS. Klapaucius, 
Wright explains, is the protago- 
nist in a series of stories by 
Polish science-fiction author and 
mathematician Stanislaw Lem. 

A robotic demi-god in the far 
future, a Great Constructor with the power to move stars 
and construct impossible contraptions, Klapaucius roams 
the universe, looking for fresh ways to put his construc- 
tion skills to the test, and at the same time humble the 
proud, disarm the war-like, and 
explore knotty issues like free will, 
information theory, and the nature 
of consciousness. 

When we visited Wright in his 
cramped, windowless office, he 
looked the perfect human analog 
of his robotic hero. On his com- 
puter screen, he was brows- 
ing the recent photo albums 
uploaded to www.thesims.com 
like a deity amusing himself with 
the antics of his creations. On his 
desk, he toyed with the prototype of a 
plastic home construction set which he 
designed (whether the kit becomes a chO- 
dren’s toy or a architectural space-planning 
tool, he's not yet sure). Just outside his 
office is a romper room filled with toys, 
among them a model railroad. One gets the 
impression that, for Wright, a day without cre- 
ating something is not a complete day. 


I'm in a very rare and special position today from 
ttie perspective of the Sims, in that I have an audi* 
ence with their creator. I suppose the Sims would 
want me to ask something like, “What’s the 
meaning of SimLife?” 

There's a short story by Stanislaw Lem 
about some programmers who create a vir- 
tual world like THE SIMS. And there’s a 
debate among the creators of this world 
about whether or not they should tell these 
simulated people that they just live inside a 
computer and that they created them. 
Eventually a law is passed that says they’re 
not allowed to tell the simulated people any- 
thing; it’s considered unethical. But these 
people deduce that there are creators watch- 
ing them, they notice that information is leak- 
ing out of their environment and coming back 
in with feedback, so obviously someone is 




changing the environment based on what they’re doing. 
Anyway, the moral implication of all that is pretty inter- 
esting and ru just leave it at that. 


You obviously had to make many difficult ethical choices and 
deal with lots of sensitive issues in creating a game about life. 

Oh yeah. We had a whole list that we had to thread 
through quite carefully. We had long discussions about 
each one. Homosexuality. Domestic violence. Child abuse. 
Pedophilia. All these touchy things. With each one, we 
tried to figure out just how far we could go without 
upsetting too many people, but keeping the game as 
open-ended as possible. It was all about that balance. 
There were a couple things that we decided we just did- 
n’t want to touch, like pedophilia. Others we decided we 
were fairly comfortable with, like homosexuality. Other 
things we tried to leave open to interpretation. 

The domestic violence issue was an interesting one. 
One of the social interactions is a slap. Our initial slap 
was a “knock your head off" kind of slap. It was fine, 
except when you saw a husband slapping his wife; it 
was a “break your jaw” kind of slap, and a lot of people 
were uncomfortable with that — it was just too gritty and 
realistic. So we ended up doing two slaps: If a man and 
women are slapping, it’s much more of a British officer’s- 
dueling slap. But if it's a woman to woman or man to 
man slap, it’s the more violent slap. So there were things 
we had to fine-tune to skirt around some of these issues. 


THE SIMS is a pretty big break from traditional game designs. 
Did you have any trouble getting support for tiie idea? 







Oh yeah. I started on 
tins seven years ago. 
Before SIMCITY 2000. 
And a lot of people 
thought it was iffy. In 
1993, the marketing 
people wanted to do a 
focus group, which was 
hilarious. I still have it on 
tape. We described the concept 
to the focus group almost exactly 
the way it shipped, and every- 
body said they hated it, that it 
was the stupidest idea they’d ever 
heard of. It was classic. 

After that, there was a lot of 
resistance to the idea within 
Maxis, but I kept fighting for it. 
Then I put down the project to do 
SIMCITY 2000. In 1995, we put the 
project before our internal product- 
review council, and the review coun- 
cil cancelled the project. Or attempt- 
ed to. But I kinda raised a slink and 
then took it over as my secret project. 
I basically had one programmer work- 
ing -with me in the background. 

By the time EA bought Maxis, we 
had a prototype running. EA was 
very excited about the project and 
they gave me tlrree or four times 
more resources than I’ve ever had 
on any project. EA either does 
something, or doesn’t, there's no 
in between. It was just amazing 
how many resources we could 
apply to THE SIMS over the past two years. 


I find tJie reactions that people have to THE SIMS to be fascinat- 
ing. Some absolutely hate it, and for some it's a new religion. 

Yeah, THE SIMS is like this weird mirror. Two out of 
ten people find the game to be incredibly boring. Another 
two think it’s okay. And the other six love it. It's interest- 
ing just how bipolar the reaction can be. It has a lot to do 
with how much people allow the game to reflect their 
own lives, and how much imagination they’re willing to 
put into the game. 

In a lot of games, you can be very imaginative and the 
game just rejects it. So I can see how someone could get 
very attuned to that, not expecting to be able to bring in 
their own imagination. They’re waiting to see the next 
cut scene, and thinking “Whoa, there’s no cool cut-scene 
here, what am I supposed to do? This is work! ” 

Why is the game able to evoke such a strong response from 
those six of ten? 

Well, the essence of worlds like SIMCITY and THE SMS 
is up here [in your head], not here [in the computer). The 
most detailed representation and simulation of that world 
is what the players carry around with them. So the com- 
puter models are really just a tool to spark the model in 
your head; the game supplies the dynamics, but it's your 
head that fills in the details. There's a space between the 
computer model and the brain’s model where this tiring 
actually lives. The computer is good at certain things that 
prop up the simulation; the human is good at other 
things— so the human is actually actively simulating the 
things that the computer is very bad at simulating. 


The original SIMCITY had a pretty profound impact on gaming. 
After SIMCITY, many games started to incoiporate SiMCiTY-like 
elements into tbeir designs. What do you think THE SIMS’ 
impact will be? What elements of the game might people incor- 
porate into their designs? 

I wouldn't be surprised to see the speech presentation 
used again— the way we communicate the emotions and 
topic, but not the details. One thing people haven’t men- 
tioned that we thought was quite innovative was the use 
of the pie menus for the social interactions. But really, 
there’s notlring we’re doing here that’s that remarkable, 
except for perhaps the architecture of our simulation; its 
object-oriented nature is quite iimovative. 

The biggest impact though is that you’ll have all the 
good, creative designers out there who might have had 
ideas in this direction who will now be able to get pub- 
lishers to support them. I’m sure there are plenty of peo- 
ple out there who had similar ideas, but could never seD 
the idea in a million years. If THE SIMS is a market suc- 
cess, it’ll be much easier for them to get their projects 
greenlighted. So I think we might see a lot more games 
that involve social interaction. That’s the effect of an 
innovative game that's a commercial success— it makes a 
new design space safe for game designers to explore. 

THE SIMS seems a natural for an online worid with thousands of 
people interacting. 

There are a lot of multiplayer ideas that sound good in 
the abstract, but as you dig into the specifics, there’s 
hard problems to be overcome. We're working on a multi- 
player world, but right now we’re working down at the 
level of identifying little problems that pop up that don’t 
seem obvious at the high level. Designing is kind of like 
playing a game, in that you have all these potential paths 
you can take, and a lot of times you’re going to go down 
branches that are wrong. What we’re trying to do is 
prune the branches of potential multiplayer designs as 
quickly as possible. I have an instinct for where it might 
go, and based on that instinct we’ve built a prototype. 

Are you thinking large-scale? 

Depends on your definition of large. I’m tlririking 
100,000 players. 

In a single world? 

Depends on what you mean by single world. This 
could change at any time, but right now we’re thinking of 
a design that appears to be a persistent world. But you’d 
play one house at a time. You can choose which house 
you want to go to, but you’re then in that house’s envi- 
ronment. It’s not like a free-form world where you could 
walk up and down the streets. And we’re not going to 
force people to just do a house. It could be a lounge or a 
bar or a business, whatever they want. 

Will there be an economy? 

Right now we’re looking at more than one project. The 
first project will not have a secure economy. We can have 
a secure economy— and in fact we’re going to, in a later 
version— but that would add about a year to the project. 
So, we decided we want to come out a year earlier with a 
design that works without a secure economy, and instead 
let people role-play and interact and make it all about 
social interaction. 

In the future version. I’d like to base the economic 
model on creativity, so that people are encouraged and 
rewarded for entertaining the other players — whether it’s 
creating cool skins, or objects, or a house. I’m not sure 
how we’re going to accomplish this yet, it’s just a gut 


7P 


MAY ZODD • cfl> 


>pal.CQm • COMPUTER CAUING WOHID 






feeling as to where I think we should be going with it. 

Tell us a little more about the object architecture. 

Almost ail of the behaviors in the game are inside the 
objects, which is how we're able to extend the behavior 
just by downloading an object. All the Sims know is that 
objects can help meet certain needs; they know “I'm 
hungry’’ and they look for the Irighest scoring hunger 
item; at that point they start rumring code in the object, 
say, the refrigerator. The refrigerator actually contains the 
animation and sound effects and the computer code that 
allows them to eat. including cooking and finding a chair 
and table. So that way, with downloadable objects, we 
can totally change the behavior and add new layers of 
simulation on top of them. 

Have any of your recent downloadable objects done sometlnng 
like that? 

We've done a little. Our next download is a guinea 
pig. People can take it out of its cage and pet it and play 
with it. But it’s kind of a Trojan Horse object. If the 
guinea pig bites you, you’ll actually get sick. But you 
won’t notice this for maybe a day. You’ll start seeing the 
Sim sneeze, then cough. And it’s a communicable dis- 
ease, so they can spread it around to other sims. If you 
don't get enough rest, you’ll eventually die. So there’s 
tills whole new dynamic— sickness— that we’ve added to 
the game with just one object. 

So you're going to be adding more ways for Sims to die? 

Oh yeah. People really seem to be enjoying that. One 


thing I’m doing is looking at the stories on 
the Web site— the direction that people are 
trying to go in with the stories and hitting 
brick walls. I want to look at those brick 
walls and figure out how to remove 
them with downloadable objects. 

The real long-term attraction of 
THE SIMS is as a story-telling plat- 
form, so we’re giving players new 
props that they can use on their 
stage. 


How long will you support the game? 

We're not sure. In the long term, 
we want to transition from us cre- 
ating the stuff to the players creat- 
ing the stuff. We’ve got a lot of 
very hard-to-use tools right now for 
creating objects. Creating objects 
is a very complex process. But I’m 
still convinced that I want to give 
these tools to the players. They 
won't be useful to the average 
player, but there are some people 
out there that can figure tills out 
and do it. So at some point, we’ll 
be ramping these skilled fans up so 
that we can start ramping down 
our efforts, and then get o n to th e 
next version of the game. 









41 ^ 





■ Go a’Calling. You don’t have to wait for your 
friends to come to you. You can go to them. Go to 
the neighborhood selector and choose another 
house, Then call up the Sim you are working on 
and invite him or her over. Then, bombard the Sim 
with social options. This works great with large 
families. The Sim you’ve invited can interact with 
three or four other Sims and boost his relationship 
rating. An extra bonus to this technique is that it 
doesn’t cost the Sim any time or energy. When you 
go back to the original Sim's house, no time will 
have passed. 

■ Instant Friends. If your Sim is in dire need of 
new friends, create a large family of new Sims and 
move them onto a lot. You don’t have to worry 
about completely outfitting a new house, or build- 
ing any house at all. Just give them a phone. 
Without a phone, you can’t call the new Sims and 
invite them over. 


■ Relationships With Kids. Having good relation- 
ships with neighborhood kids can be tough for the 
working adult due to the narrow window of social 
time between school hours and the eight o'clock 
curfew, But there’s a way around this. If a kid is 
visiting and the kid's parent comes over to collect 
the kid, ignore the parent. Don’t answer the door 
and keep the kid occupied. Eventually, the parent 
will go away and you can keep the kid well past 
midnight. 


ELVIS IS A FRIEND OF MINE If you need lots of new friends 
fast, create a huge family, plop them on a plot of land, and give 
them a phone (and no jobs!). Here, we have a family consisting of 
Santa, Elvis, Will Wright, a Dallas Cowboy cheerleader, and agents 
Mulder and Sculley - all of whom are now just a phone call away. 



Tips for Making the Most 
out of Sim Life 


"Wle” Time 

■ Divide and conquer your Sims' needs. Don't try to 
satisfy all of the needs every day. We’ve found it use- 
ful to set up a 3-4 day schedule that focuses on one 
need each day. So. we have a Study Day, a Take Care 
of Personal Crap Day, a Fun Day, a Social Day. fol- 
lowed by a day off. Adjust this schedule according to 
your Sim's personality. 

■ A fine day off. Early in THE SIMS it’s going to be 
hard to address all your Sim's needs, especially 
social needs. There just never seems to be enough 
hours in the day, and the economic constraints you 
face early in the game keep you from efficiently 
doing much of anything. The key is to take occasion- 
al days off of work; but instead of just lying around— 
like you do when dodging work in real life — you need 
to make your days off work for you. 

Once you have some money in the bank, turn off 
"Free Will" in the Options menu and take over your 
Sim’s life entirely. Once he/she gets up, ignore the 
carpool and binge on food, gorging yourself silly. 

Take a couple of showers; eat some more; then 
watch tons of TV to shoot your Fun rating up. Take a 
long nap after lunch so you’re well rested and com- 
fortable. Right before the rest of the neighborhood 
gets off from work (generally around 3:00 p.m.), eat 
some more, then call everyone you know over for a 
big party. Use the toilet before they show up, 
whether you need to or not. Once everyone arrives, 
prepare a meal so they can eat, then talk to everyone 
as long as you can— talking is the big Social activity. 
If you’ve timed everything out right, you’ll be able to 
stay up late and socialize for a while with no ill 
effects. You can supplement your new, high Social 
rating by having individual guests drop by most 
every evening until your next party. 

Good Housekeeping 

" Do not disturb. Getting a Sim woken up in the 
middle of the night by a phone call or noise from a 
TV or radio can be disastrous to the following day. 

To ensure peace and quiet at night, make sure that 
all of the passageways into the Sim’s sleeping area 
have either a door or a doorframe. Doors and door- 
frames block out all noise from other rooms, ensuring 
a good night’s sleep. 

■ Invest in comfort. The most important furnishings 
in a Sim’s life: bed, toilet, bath, and couch. When 
starting out, keep your house small and buy the 
highest quality models of these items you can. The 


74 


MAY 2000 • CBw.gamespot.cDm • COMPUTiR GAMING WQRID 






In the Kitchen 


• Get cooking! Cooking is a very 
important skill, as it reduces the 
amount of time you'll spend feed* 
ing yourself. When starting a new 
bachelor Sim, it's a good idea to 
immediately study cooking, even 
before you get a job. It will 

save you lots of time in the 
long run. and reduce the risk of 
fire. 

• Fire bad! If you're cooking 
skills are weak, for God's sake; 
DON'T USE THE RANGE. Fires 
are frighteningly frequent when 
you're a rookie chef. When 
starting a new Sim, it's best to 
avoid a range/stove altogether. 
You can get by just fine with a 
food processor and a 
microwave, although there is 
still some risk of fire with the 
latter. 


* Plan your kitchen for maximum 
efficiency. Try to set up your vari- 
ous appliances so that Sims can 
proceed from one to another in a 
straight line. 


• Binge eating. For those times you 
need to get a lot of food in you. 
Serve Dinner instead of making a 
series of single meals. It costs $20 
(twice the cost of a single dinner) 
but provides about five or six plates 
of food, regardless of the fact that 
no one else is around. This way, you 
can just eat and eat and eat without 
wasting time repeatedly preparing 
food— more time to socialize when 
you call friends over later. 

• Do your Sim's dirty work. While in 
Build mode, you can move any 
object that's not currently in use. 

You can use this ability to do lots of 
micro-management. For instance, 
before you can afford a maid, you 
can help your Sims with clean up. 
Gather all of the dishes and stack 
them next to the sink. Or gather 
trash and place it next to a trash 
can. If you're really cheap and lazy, 
you can create a garbage pit at the 
side of your house where you can 
throw your trash. 


COOKING FOR ONE Here's a simple but effi- 
cient bachelor kitchen setup. From frig to food 
processor is one step. Then the Sim need only 
turn to the left to reach the microwave. Notice 
how the trash compactor serves as a counter 
top, and that there is no stove in sight. 








investment will pay off hand- 
over-fist in your Sim’s energy, 
comfort, and hygiene levels. 


■ Paying bills is a pain in the 
butt. So you may as well 
spend as little time as possi- 
ble doing it. Rather than hav- 
ing your Sims tote the mail all 
the way into the house and 
then back out to the mailbox, 
try this trick: Place a tasteful 
little end-table in your front 
yard, as close to the mailbox 
as possible. The Sim will then 
place the bills on the end- 
table. It may look funny, but it 
will allow you to pay your 
bihs very quickly when you are either coming home or 
going to work. If you’d rather not have furniture on 
the front lawn, have your Sim get the mail and then 
immediately cancel the action. The Sim will drop the 
mail at his feet. You can also place a fish tank next to 
the table, so that your Sim can get a quick “fun” boost 
right before stepping into the carpool car. 


onto your property, the alarm will 
sound and the police will catch 
him before he has a chance to take 
anything. You earn the reward for 
capture without having to pay to 
replace any stolen goods. 


■ Don't neglect the front lawn. 
Many players tend to ignore the 
outsides of their homes, to the 
detriment of their “room” rating. 
As soon as you can afford it, hire a 
gardener and then go wild with 
the flora. Don't bother planting 
before you can afford help; the 
time needed to care for plants is 
not worth the benefit. 


The Working World 

■ Match your Sim's career and personality. Certain 
personalities are better suited to certain careers. 
Highly social careers like business and politics 
require high "outgoing” and “nice" ratings to win 
friends and influence others. Physical jobs like ath- 
lete and daredevil are nearly impossible without a 
high "active" rating. 


■ Hot tub hot! Hot tubs are one of the best luxuries 
in the game. They improve hygiene and comfort, and 
they are a great social activity. Highly social Sims 
swear by the hot tub. 


GOTCHA! The exterior burglar alarm is 
sounding even before the thief has stepped 
through your door, ffe’ii get caught, and 
you'll get a reward - without iosing a singie 
cent to the insurance company. 



■ Burglars. Put 
a burglar alarm 
on the outside 
of your house 
near the main 
entry. The 
range of the 
burglar alarm 
is "the room 
it's currently 
in," and the 
exterior of your 
house is con- 
sidered a room. 
As soon as a 
burglar steps 


■ Take a sab- 
batical. If you 
find that you’re 
having trouble 
advancing in 
your career due 
to social or skill 
limitations, and 
you have a fat 
savings 
account, go on 
“sabbatical." 
Quit your job 
and start work- 


W ant to listen to differ- 
ent music on the Sim's 
stereo? Just drop your 
favorite MP3 files into either 
the Latin, Country, Rock, or 
Classical folders in the 
"TheSimsXMusicVStationsi" 
directory. You can also change 
the music that plays during 
the Build and Buy modes 
(\Music\Modes) as well as the 
sounds coming from theTV 
(\SoundData\TVStations\). 


mg on your 
skills and/or 
social life. In 

just a week or two, you can max out your important 
stats and have a truck-load of friends. Then, get 
another job and giggle with glee as you soar up the 
corporate ladder. 



While in live mode, press [Ctrl] + IShiftl + [Alt] + [Cl to display a box in the upper-left corner of the screen. Type in the codes below to 
activate the cheat. 


CODE 

Klapaucius 

waterjool 

interests 
autonomy [1-100] 


EFFECT 

Givos you 1000 Simoleons. 

Evon the SimSIacker can afford waterfront property with the water tool. Input this code and your ci 
becomes a water drawing tool. Be warned: once a water tile, always a water tile. 

Allows you to view your Sim's canversational interests. 

This cheat allows you to change your Sim's level of free will. Set to 0, 
your Sim will just stand there waiting for your commands. Set to 100, the 
Sims do a good job of meeting their own basic needs. Useful for when 
you want to put your Sim on a work-a-holic binge in order to rack up the 
Simoleons. 

If only life had this cheat. If you want to give your Sim an extra hour or 
two of sleep, use this cheat to set back the clock. 


3 AN ISLAND But with the "water tool” cheat, a Sim can live on a lovely peninsula. 



■ Be an artist. 
There’s at least 
one way to make a 
living without hav- 
ing a “career.” 

With a maxed-out 
Creativity skill, a 
Sim can sell paint- 
ings at $166 a pop. 
A Sim can create 
1.5 paintings a day, 
on average. It's not 
going to make you 
rich (what did you 
expect?), but you 
can get by while 
living an “alterna- 
tive l ifestyle." 

/?Tr7 
















www.mightandmagie.eom j, jnriF nynin uumrunnu tJMJf 

© 2000 The 3DO Company. All Rights ReseiWl, 3DO, Might and Magic, Day of the Destroyer, New V/orIc/ Con^utnf-lmdSflr respective logos, are tradeniarks and/or service 
marks ol The 3DO Company In the U.S. and other countries, All other trademarks belong to their respective owners. New World Computing Is a division of The 3DO Company 






fk 1 n 

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Don't just change 

the way you look at 

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ehree-dimensianai 

strategy game has landed oM|H|KS 9 
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And what's most impressive is that you 
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Change the way you play it 


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>Keep track of up tn 3 different 
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dnicpie monitoriny system... 







FLIGHT & 
FLIGHT on 


Embattled Flight Sim Genre Stakes Its Future 


t comes as a shock to no one that 
retail flight sims are the latest 
poster child for a genre in trouble. 

In fact, most investors consider the 
funding of a new flight simulation 
in today's gaming climate to be the 
equivalent of financial suicide. 

But mention the terms "Internet” 
and "multiplayer" and an investor's 
eyes light up with dollar signs, like 
character in a Saturday-morning 
cartoon. 

This might go a long way in explaining why 


there are already six online sims based on the 
WWII era (with a possible seventh on the way) 
competing for your time and money. While we're 
at it. throw in a couple of WWI sims and a 
Vietnam-based effort as well. It seems the 
Internet has taken what was once known as the 
most obscure of niche markets — the online flight 
sim — and has turned it into a hotbed of frenzied 
gaming development. 

If you haven't tried multiplayer flying yet, you're 
missing out on some of the best fun you can have 
online. Now's the time to give it a try, because 
you have more options than ever before. 




F light Plan; The "Electronic Battlefield" has long been a Holy Grail of sorts 
for the online sim enthusiast— intensely desired, but impossible to find. So 


when 15 employees left the now-defunct iMagic office in Grapevine, TX to form 


Playnet Inc./Comered Rat Software, they asked themselves, "Why not us?” As 
the title implies, WWII ONLINE is going to be more than just a flight sim. Those 



of you who've long craved a grander strategic model than simply capturing an 
airfield just might get your wish, In fact, you’re going to get an entire war, where 
you can do more than fly: You can drive tanks, captain ships, or even grunt it out 
as a soldier on foot, as in a first-person shooter. Successful mission completion 

gives your persona the ability to climb 
the ranking system, giving you access 
to more resources and better equip- 
ment. Do well enough, and you could 
earn a trusted command position in one 
of various branches of a service. Or, you 
can SCTew all of that and occasionally 
pop in just to blow stuff up. WWn 
ONLINE will be broken up into various 
theaters. Each theater can accommo- 
date up to 1000 players, and eventually 
a total of ten theaters will be made 
available (Russia, North Africa, South 
Pacific, and so on). 

Choose Your Weapon: The first the- 
ater will be based on the Blitzkrieg of 
1940, and equipment will reflect that 
period. The usual suspects will be 
there— the Spit, Hurricane, and assorted 
Messerschmitts. There will also be other 
planes, like the Stuka and the French 
Curtis Hawk H-75. For those who prefer 
to drive, there’ll be plenty of the early 
Panzer tanks to choose from, or the 


Battle of 
Britain 



M0iplavW/^ms 


Aces High 




NOT HIS FINEST 

HOUROiis Spit from 
BATTLE OF BRITAIN 
won’t last long in all 
this anti-aircraft fire. 


French Char Bis Bl. Throw in half- 
tracks, trucks, supply ships, U-boats, 
battleships, artillery— even a Lee Enfield 
rifle— and you start to get the picture. 

Targets of Opportunity: Continuous 
successful operations against the enemy 
will be vital, such as the capture and 
control of key centers of production and 
transportation. Players will come and go 
online as they please, obviously, so the 
teams that manage to work together by 
communicating and developing plans 
will fare best. Ultimately, though, the 
designers intend to accommodate all 
maimer of play-styles into one giant, 
dynamic environment. 

Angle of Attack: WWH ONLINE 's 
ambitious design is endeavoring to 
create a world where WARBIRDS meets 
PANZER ELITE meets HIDDEN & 
DANGEROUS. The thinking is that there 
are hundreds of isolated communities 
out there right now, enjoying various 
forms of WWn simulation/gaming. What 
if ail were somehow brought together 
into one giant game? 

Ready for Takeoff: An open beta 
should start before the end of the sec- 
ond quarter of this year, followed by the 
production release sometime in the 
third quarter. Pricing is yet to be deter- 
mined, but will be a flat rate. 
www.wwiionline.com 


A ces high, a new Sim by the guys 
who developed WARBIRDS, offers 15 
WWII planes in a three-country furball 
arena. Check out this month’s review 
on page 96. 


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F light Plan: SimGuild, a 
two-man operation in 
Oklahoma, made their mark 
with the WWI-based 
FLYING CIRCUS. Now 
they’ve set out to deliver 
the same unique brand of 
gameplay in a WWn set- 
ting: the famed Battle of 
Britain. Their new title, 
named after the historic 
battle, is an intentional mix 
of uncompromising realism 
and concession to play- 
balance, all based on what 
the developers think works 
best in a '‘mondo-player" 
arena. For example, BOB 
exhibits some extremely 
precise flight and damage 
modeling, so the original 
tactics that carried the day 
over the coasts of England 
work just as well here. On 
the other hand, you won't 
experience any blackouts; 
the takeoffs and landings 
are user-friendly; and the 
low-speed handling is a tad 
more forgiving than in other 
online sims, All of this 
makes for some quick and 
frenzied dogfights. 

Choose Your Weapon: 
Five fighter aircraft are 
already in place, and 
bombers are soon to follow, 
Take to the skies in the leg- 
endary British Spitfire Mk 1 
or Mk IB, or try the work- 
horse Hurricane Mk 1. For 
the Luftwaffe, fly the twin- 
engine Bf 110 or the infa- 
mous Bf 109 (E4). 

Targets of Opportunity: 
A single arena, with the 
English Channel as the 
obvious focal point. Hosted 
historical scenarios are soon 
to come. 

Angle of Attack: BOB is 

geared toward the quick-fix 
dogfighter who usually 
wants to spend no more 
than an hour or two online, 
per session. 

Ready for Takeoff: At 
the time of this writing, 

BOB was in beta format, 
and available only to 
SimGuild customers. 
Compared to the competi- 
tion, the pricing is mid- 
range: $10/month for 40 
hours. Once past the 40, 
it's 25c/hr. 
www.simguild.com 








Fighter Ace II 


F light Plan; FIGHTER ACE 
II (FA II) from Microsoft 
Games improves the original 
uninspired program by 
adding new aircraft, 3D* 
graphics support, “Territorial 
Combat" arenas, and more 
special events. New planes 
are always welcome, but the 
vast majority of FA II players 
use the Arcade Arenas, 
where “the laws of physics 
are not strictly enforced." As 
a result, the aircraft all “fly" 
pretty much alike, with 
weapons packages providing 
the main contrast. There is a 
much better flight model 
available in the “Realistic" 
arenas, yet few players 
choose that option. The new 
3D graphics still can’t match 
those in similar games, 
although they’re far better 
than the previous version. 

The overall "muddy” color 
palette and indistinct artwork 
just doesn't provide that “you 
are there" feeling. On a 
brighter note, the Territorial 
arenas are a major enhance- 
ment to gameplay; capturing 
enemy assets affords relief 
from the endless furballs of 
the original FIGHTER ACE. 
The increased emphasis on 
special historical missions 
and tournaments also brings 
greater interest and a sense 
of community to this version. 

Choose Your Weapon: Fly 
35 famous WWII fighter and 
bomber aircraft from U.S., 
British, German, Japanese, 
and Russian factories. 
Targets of Opportunity: 


I MEANT A BUD LITE! The terrain anti 
aircraft are blurry, dark, and gtoamy in 
RGHTEH ACE II. Of course, a good burst of 
cannon fire can tighten the mood. 






I CAN SEE CLEARLY 
NOW! Kitting FA ll’s F3 
key removes cockpit art- 
work, allowing unlimited 
vision in all direcKons. 
While not too realistic, it 
sure makes shooting a 
whole lot easier! 




/n5~sr:\ 


FA n offers typical online combat 
opportunities with “arcade," "cap- 
ture the flag,” Special Events, and 
tournament arenas. 

Angle of Attack: Aimed at less- 
demanding pilots, this is simplified 
air combat with features like remov- 


able cockpit art and padlock views 
that are banned in other online 
sims. 

Ready for Takeoff: FA II is up 

and flying at wvm.zorie.com/fight- 
erace for $1.95 per day, or $9.95 per \ 
month, www.zone.com 


..n • pnMaiiTFfl oaMiNi; uvomo 




Air Warrior: Vietnam 



F light Plan: Work continues at Kesmai for an assault on the Vietnam-era combat sim market. 

AIR WARRIOR; VIETNAM features missions and campaigns from the 1964-1968 period. Flight 
models will use recently declassified "official" sources for aircraft performance and handling 
characteristics. Both “relaxed" and "full realism" options are planned, along with all-new 3D 
graphics and AI modeling. Given the public attention to this war, a well-executed AIR WARRIOR: 
VIETNAM could revitalize interest in this era's air combat. 

Choose Your Weapon: U.S. Navy: A-4, A-6, F-8, F-4. U.S. Air Force: F-4D, F-105. Vietnamese 
People’s Air Force: MiG-17, MiG-21. 

Targets of Opportunity: Gameplay features 13 campaigns covering different phases of the 
four-year period. While blowing stuff up is always fun, there are major political considerations in 
this war. You’ll start with the initial bombing raids against the North, continuing towards Hanoi 
with the MiGs, the AAA, and SAMS getting tougher as you go. Players/pilots try to gain rank 
and earn medals in both the solo and online modes. The “team" goal is to make the other guy 
die for his country, while achieving the politicians' war aims, Online opportunities will be similar 
to AIR WARRIOR, with free-for-all and historical arenas. 

Angle of Attack: AIR WARRIOR: VIETNAM aspires to provide a great solo game and an excit- 
ing massively-multiplayer online game on the same CD. 

Ready for Takeoff: Kesmai declined comment on a release date, but noted that development 
began in early 1999. Price was also unavailable at press time, but the box set "will be typically 
priced" and plans include "a monthly fee for unlimited play online.” www.i;-, ' 



TESTING, TESTING A Thud and a Phantom show 
their stuff in an early test of the graphics engine. 
Nothing in this shot is ready for prime time, yet it's 
already better fhen many other games. 


Can't IMame IMames, but... 


more WWII.onlinD^Dnly to rcpfirl oiii-IffitjiSfcittftH' " 

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rani plBEiBslo do jusl tboi Wo II koep you posted -Botion^tu - '“'V 


WARBlRDS,from 
iEntertainment, remains the 
leader in online ACM. Its excel- 
lent 3D graphics and sophisti- 
cated flight models set the 
standard. The latest improve- 
ments include a refined dam- 
age model, fresh terrain, and 
the B-24 bomber. An all-new 
version in development, 
WARBIRDS 3.0, will raise the 
bar higher still. The flaw is the 
price; the cheapest plan costs 
$1.50 per hour, and many a WB 
ace gets hit with a huge three- 
digit bill for flying time. 

DAWIM OF ACES, 
iEntertainment's WWI stable 
mate of WARBIRDS, is a newer 
game that shares most WB fea- 
tures and is clearly the best 
WWI sim available. It suffers 
from the same pricing flaw, 
however. 

Kesmai's AIR WARRIOR III sol- 
diers on with dated flight and 
damage models, but offers an 
attractive $10/month price for 
unlimited play. A dedicated 
community makes full use of 
the numerous arenas and new 
automated historical scenarios. 
Continual updates refresh this 
old vet and make it worth a 
look. -John Nolan 


CQMPUTIR GAMINE WORLD • cgw.gamespDt.com • MAY 






Power Rankings for This Season s Top Contenders 

BY TOM PRICE 


S pring is in the air. Birds are singing; bees are buzzing; and across this great land, washed- 
up lounge singers are practicing the national anthem— for baseball season has come 
again. Many fans turn to the scouting reports to see if their team has the necessary tools 
to go all the way. With this in mind, we did a little digital scouting of our own, and now present 
to you the CGW breakdown of this year’s three big baseball contenders: MICROSOFT BASEBALL 
2001, 3DO’S HIGH HEAT 2001, and EA Sports' TRIPLE PLAY 2001. 


Can 3D0 Repeat as Sports Game Of Thp Year? 

High Heat 2001 

Last year’s record: 

Developer: Team .366 | 


Publisher; 3DQ 

The follow-up to Computer Gaming World's 1999 
Sports Game Of The Year is one of the most hotly antici- 
pated games in the CGW offices. Many of us, carrying a 
grudge from last season (which was "won" by Editor-in- 
Chief George Jones in a shameless display of obvious 
cheating which none of us can prove, but which would 
explain his outrageous 68-13 record), are already looking 
to gain an edge this time around. 

Everything we've seen of HIGH HEAT 2001 suggests 
that it will continue to improve upon last year's already 
impressive gameplay, while adding all of the league and 
team customization options that we were begging for. 

Hello, Custom League 

HIGH HEAT 2000 had one major failing; its limitations 
in creating a custom league. To get a custom-drafted 
league to work, you had to come up with a burdensome 
work-around that involved extra tasks and simulating 
games involving non-player-controlled teams. In our 
interoffice league this year, we'll get to dispense with 


the aforementioned, and set up a league with exactly as 
many teams as we want, playing a schedule that will 
foster as much interdepartmental resentment as human- 
ly possible. 

The game's on-field management— which allows a 
wide variety of realistic decisions — is largely 
unchanged, which is a good thing; they got it just about 
perfect the last time. 


Building on Perfection 

What really set apart HIGH HEAT from the other base- 
ball games that were released last year — or any year, for 
that matter— was the exquisitely-modeled gameplay. 
With this in mind. 


the designers are 
keeping the basic 
game engine intact. 
The second-to-none 
pitcher/batter inter- 
face hasn't changed, 
but now bunting is a 
lot more fluid, with 
the bat's position no 
longer limited to a 
couple of points in 
the strike zone. Base- 
running, one of the 


MAMA SAID KNOCK YOU OUT 

One of the new animations involves out- 
fielders running into walls. 


84 


MAV 2000 • cgiM.gamespol.ci 


• COMPUTER GAMING WORLD 







fGw weak points of HH2K, has been improved. Now 
your runners won’t be afraid to run on a two-out fly ball. 
Also improved this time around is the rate at which 
players will fatigue. Each player now has an individual 
ktigue rating, allowing you to more easily decide when 
to give your star players the rest they need. 

New to this year’s version is a nifty batting practice 
feature, which will let you take swings against the 
pitches (or the pitchers) that are giving you the most 
trouble. 

No More Nomar 

The most notable update to the HIGH HEAT engine is 
in the graphics department. Last year’s single Nomar 
Garciaparra-esque player model has been given a few 
new benchmates. The burly Albert Belle model looks 
like it could lay off the donuts a bit, while the diminu- 
tive model could almost be used to recreate Eddie 


SWINGING OUTSIDE THE BOX Pitch replays are automatic atter 
strikeouts, now. And after a walk, placement for your entire pilch series is 
shown. 



tion has been improved with the addition of animations 
depicting players strolling into the batter's box, and 
new camera- and replay-views. 


The Bottom Line 

If it ain’t broke, don’t fix it. HIGH HEAT made a serious 
name for itself last year, capturing the hearts of nearly 
everyone. HH 2001 looks like it will improve upon an 
instant classic. 


PROJECTED FINISH: 1ST 

The Redmond Giant IVIahes Its Move 


Microsoft Baseball 2001 

Pub|i^her/Deve]og8r:jyi[crosof^ 

icrosoft is quickly build- 
ing a name for itself in the PC sports market. 
Last year, NFL FEVER and NBA INSIDE DRIVE 
surprised sports fans and provided interesting competi- 
tion for the genre's two-ton gorilla, EA Sports. But 
MICROSOFT BASEBALL 2000 didn’t fare as well, though 
it was dominated not by EA Sports’ TRIPLE PLAY fran- 
chise but by 3DO’s award-winning HIGH HEAT 2000. It 
seems as if Microsoft took HIGH HEAT’S successful 
approach to heart. This year, they are definitely going 
after the core audience of baseball sim fans. 

Boosted fay Brainpower 

By incorporating the code for the critically-acclaimed, 
text-based BASEBALL MOGUL into the back-end of 
Baseball 2001, Microsoft makes a strong move 
towards enticing hardcore players who like to manage 
all aspects of their team, MOGUL was a fascinating 
baseball-and-business sim that allowed you to manage 



Last year's reeord: 
W2.5'iV 




player salaries and ticket prices, as well as line-ups and 
overall game strategies. The ability to do all this, and 
then play the actual games in Microsoft’s engine, should 
please both detail junkies and casual gamers alike. 

Nice features include an economic model that lets you 
trade players for cash, and team strategy sliders that 
allow you to customize how the AI manages your team. 
We’d still like to see more custom teams and leagues. 

Love for the Game? 

The ultimate challenge, however, is replicating the joy 
we have for the real-life sport by giving us the visceral 
feel of playing baseball on the PC. In other words, does 
Microsoft's BASEBALL 2001 have The Love? 

MS BASEBALL 2000 didn't, and our early look at this 
year’s version gives us the same impression. Most of 
this can be blamed on the awkward and confusing 
implementation of the most crucial aspect of any base- 
ball sim: the pitcher/batter interface. As in last year’s 
version, BASEBALL 2001 reveals pitch placement prior to 
the pitcher's delivery. This negatively affects pitch- 
selection strategy and reduces the drama of each at- 
bat, as each player can see the intended result before 
each pitch. Turn off the cursor and you're essentially 
pitching blind, with ball placement left up to guess- 
work and luck. Fielding is straightforward, but the 
pathfinding for the outfielders needed a little work in 
the beta version of the game we played. We expect 
Microsoft to have this fixed by show time. In a neces- 
sary nod to reality, players will make throwing errors 
in this year's version— but injuries remain nonexistent. 




Polished Up 

Although their animations are slightly robotic, 
BASEBALL 2001’s player models are incredibly realistic, 
with several different 
body types, batting 
stances, swings, and 
pitching motions. A 
good job has been 
done of importing 


photos of the players' 
faces onto the polygonal 
heads as well. The game 
features nicely polished 
menu screens and inter- 
faces that make up for 
what are otherwise lack- 
luster stadiums. 

It would be useful if 
more information— like current pitcher and batter 
stats— was displayed more frequently than before the 
first pitch of each at-bat. And the baserunner radar can 


COMPUTER 0AMIM6 WURID • cgw.gatnespDt.com • MAY 









BASEBAL.I- BOOl 


POINT AND HIT Microsoft's liizarro 
Lalliiig/pitching interlace is still its 
LiggesI weakness. 


Bill «« 


be a little disorienting 
in that it tracks both 
basemnners and 
fielders at the same 
time. But at least it 
will give you both 
sets of data in the 
same space. 


The Bottom Line 

MICROSOFT 
BASEBALL 2000 was 
a decent, good look- 
ing baseball sim 
that suffered the 
same shortcomings that have plagued the PC base- 
ball genre for years; lack of gameplay. Its strong 
points— lifelike player models, a large number of 
pitch types, and above-average presentation val- 
ues— all make their way into this year’s version; 
unfortunately, so does the convoluted pitcher/batter 
interface. 

BASEBALL 2001 improves on its predecessor in 
some ways, but still doesn’t measure up to HIGH 
HEAT. Yet. But the inclusion of the BASEBALL 
MOGUL module is a nice touch that suggests that 
the designers are aggressively seeking a title. This 
could pay off big in next year’s edition. 


EA Sports Stands Pat 


Tripl e Play 2 001 

Publisher/beveloDer: EA Sports 


Last year’s record: 
☆ 2 . 51 ^ 


I t'S a sad sight when a big-time star begins to mail it 
in. Apparently satisfied with the success of TRIPLE 
PLAY 2000 on video-game consoles, EA Sports is 
unvhlling to do much more than port the PlayStation ver- 
sion over to the PC. This year’s version of the vaunted 
franchise hyper-extends 
realism in favor of a 
more arcade-like experi- 
ence that seems to be 
aimed more at the 
Mountain Dew-swiUing 
console crowd than PC 
baseball fans. 

Mini Mogul 

Like Microsoft's 
BASEBALL 2001, this 
year’s TRIPLE PLAY has 
an economic system 
that uses points instead of actual dollars to let you man- 
age the finances of your team (though to nowhere near 
the extent of the Microsoft game). 

Although you can draft your own team, other team 
and league customizations are limited. One cool func- 
tion is the trade system, which generates trade offers 
by and between computer-controlled teams. The one 
aspect where TRIPLE PLAY trumps the competition is in 


FACE OFF Face in the Game technoloQy 
makes players like Jaret Wright instantly 
recognizable. 




the inclusion of legendary players who belong to the 


500 Home Run Club. You can even draft this roster— 
which includes Babe Ruth and Hank Aaron— onto your 
team. Or you can simply use them in Home Run Derby. 

TRIPLE PLAY ZOOTs gameplay hasn’t changed too 
much from last year, which is a disappointment. The 
pitcher/batter interface, among other on-field elements, 
could have used some help. Instead, EA Sports is pump- 
ing up the “extreme" elements of the game by incorpo- 
rating power-ups, hidden players, and weird stadiums. 

The game's Home Run Derby is licensed by Major 
League Baseball’s Big League Challenge, an update to 
the classic Home Run Derby TV show from the 60’s, 
being remade this season for ESPN. Unfortunately, 
these contests are held in fantasy-themed ballparks 
with bonus targets and other weirdness. 

EA is well-known for its above-average graphics 
engines; TRIPLE PLAY is no exception. Player models 
look fairly realistic if a little bit chunky, and player faces 
are well done. 

Like most other EA Sports' titles, their Face in the 
Game technology, which allows you to put your own 
face on the players you create, is included. Twenty-six 
different batting styles— from Mark McGuire to Babe 
Ruth— have been included to add more realism. 

EA should be commended for trying out their new 
first-person perspective for fielding. It's an interesting 
idea, but I doubt anyone will find it serviceable. 

The Bottom Line 

If EA Sports is happy with the console sales of TRIPLE 
PLAY, and is uninspired to chase after 3DO and 
Microsoft for the PC baseball market, this could signal 
the end of the TRIPLE PLAY franchise on the PC. 

But the scary thing is that last year’s version of 
TRIPLE PLAY— which was vastly inferior to 3DO’s HIGH 
HEAT— still managed to top the charts in the baseball 
category. Maybe there are more “extreme" baseball 
fans than we think. 


PROJECTED FINISH: 3RD 


D CO II n surprises in the PC 

nCMAr baseball game this year. Barring some hor- 
rible, bug-ridden catastrophe, HIGH HEAT 
2001 should easUy walk away with the honors as this 
year’s best baseball game. The only real question in our 
minds is whether or not it will repeat as the Best Sports 


Game Of The Year. The game to watch, however, is 
Microsoft’s. Their forays into PC sports titles have been 
fairly interesting and impressive thus far. We expect big 
things out of the boys in Redmond, who are rapidly 
building momentum and could be serious contenders 
next year. 










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V\le reviews only 
finished games- 
no betas, no patches. 


A fter DIABLO's remarkable success, it's sur- 
prising that it has taken three years for 
the predictabie wave of clones to arrive. 

It's even more shocking that, unlike the slew of 
real-time strategy clones that followed 
WARCRAF II and COMMAND & CONQUER, 
most DIABLO clones have actually p.oven to be 
quality games - and NOX continues that trend. 
VWiile few elements in NOX are entirely novel, 
Westwood has created a polished 
provides challenging and 
entertaining single-player campaigns 
and multiplayer battlegrounds. 

NOX’s isometric perspective and 
action/RPG gameplay are unquestion- 
ably reminiscent of DIABLO, but NOX 
provides a more arcade-ish, action-ori- 
ented experience. Character move- 
ment is quick and combat is ve^ fast- 
paced. Only enemies can be attacked, 
and - unlike some traditional RPGs - 


Fast-paced action; 
great interface; 
distinct character 
types and single- 
player campaigns; 
solid Ai. 


I\Id difficulty 
levels; no cooper- 
ative multiplayer 
campaigns. 


there are no ethical codes. If the game permits 
you to destroy an object, slaughter a creature, or 
pilfer possessions, then rest assured that it’s the 
right thing to do. Since causing chaos isn't 
penalized, action is almost constant as your 
character frantically runs through levels, smash- 
ing objects and dispatching foes. 

Deathmatch RPG 

Multiplayer NOX is a pure action game that 
features respawning items, quick kills, and geo- 
graphically limited arenas; and it's completely 
devoid of character development, NPCs, or 
monsters. It's closer to an isometric, swords- 
and-sorcery version of QUAKE than it is to 
DIABLO. Multiplayer characters immediately pos- 
sess all of their class' abilities and spells (other 
than those removed for gameplay balance), 
which makes the deathmatch, capture the flag, 
and other multiplayer games included more tac- 
tical than they typically are in first-person shoot- 


Requirements: Penliiiin II or Psntuni 2D0 MMX, 32MB RAM, 300MB hard dhvB space. 
Reccmmendeit Requirements: P-ll 2G6, 64MB RAM. 

3D Support: None Multiptayer Support; Up to 32 players river Westwood On-line, or by IAN. 


Publisher/ Developer: Westwood Studios • $39.95 • www.westwood.com 
ESHB Rating: Teen; animated violence. 


■ how do we RnTEPl 


■ SPOTLIGHT REVIEW: NOX 


Westwood's Polished RPG Is More Than a Fast-Paced DIABLO Clone 

Don’t Knock Nox 







QUOTE OF THE MONTH 




ers. Still, multiplayer NOX may not experience the longevity that more 
visceral shooters have enjoyed. 

The single-player campaigns feature a few additional RPG ele- 
ments, as characters acquire experience points and solve simple 
quests, but the gameplay emphasis remains on action. The campaigns 
are linear and level-based, so there's no way to personalize your expe- 
nence other than through your choice of attire and armaments, 
Surprisingly, there are no difficulty settings, so you'll have to be adept 
with occasionally frantic action in order to complete the campaigns. 
Fortunately, NOX features a remarkably intuitive and effective hotkey 
interface that permits you to quickly change weapons or access avail- 
able spells and abilities. There's never been a more efficient interface 
in an action/RPG. 

Each of the three character classes has a separate campaign, but 
you'll travel through most of the same areas and have the same overall 
quest. The classes have significantly different abilities and the cam- 
paigns play out differently, even when you're exploring familiar territory. 
While a wizard may peacefully stroll through a stronghold, a warrior 
may be immediately attacked. 

As far as plot goes, it’s pretty uninspired. A dislocated trailer-trash 
youth must assemble a multi-component artifact and stomp undead 
hordes led by a maniacal necromancer queen. The campaigns are sat- 
urated with brief, but entertaining, scripted sequences that play out 
using the game's engine. Westwood has a penchant for adding goofy 


Killing Time 


N othing can give white hair to CGW's Managing Editor— the guy 
responsible for getting the other editors to turn in their work on 
time— like the arrival of an addictive game in our offices. Everything 
comes to a complete stop as editors ignore piles of work to play the latest 
game for eight hours straight. (OK, we're exaggerating a bit; we do break 
for lunch.) Cunently, it's THE SIMS that has the staff by the short ones, but 
for some strange reason, current Managing Editor Chris Lombardi isn't 
complaining, which is a little unusual. 

When QUAKE took over the office in 1995, then-ME Ken "Genghis" Brown 
tried everything from begging to crying to running around naked with his 
hair on fire to get people back to work, to no avail (although that little 
episode was the inspiration behind a very cool QUAKE skin). 

In 1998, Joe "Woody" Vallina couldn't get us to take down our HALF-LIFE 
server, so he gave up and played with us with the proviso that anyone he 
dropped with the crossbow had to get back to work immediately. And back 
in December, UNREAL TOURNAMENT dominated our office to such a degree 
that Lombardi snuck in after-hours and confiscated the 3D cards from every 
PC. Thank God for software rendering. 

But now we think we have this whole ME problem figured out. You see, 
we assigned the review of THE SIMS to 

Lombardi. How can he bitch at us for ■ 

playing while he's in his office with the 
door closed, trying to up his fun rating ‘ ■yj' 

while managing his bladder (and playing r , V j / • ' 

THE SIMS, to boot)? We just got word . 

that HIGH HEAT 2001 has gone gold. Hey 

Chris, you want to do another review? ' ^ 

-Tom Price \ 


Motivational techniques by Ken Brown [ 


MAY REVIEWS 


Aces Htnh 


Final Fantasv VIII 


Hidden 


Dangerous: Devil's Bridge 


Mind Rover 


TA: Kingdoms, Iron Plague 


■ un inc Duui i : iiib duiiuii idiBiy SlUWS UUWII, 

youTe cashing in your ill-gotten goods. The campaigns are 
with brief - but entertaining - scripted sequences. 


The next time a snooty German 
makes a rude comment about how we 
Yanks made DEER HUNTER the top-selling 
game in the U.S., you can whip out a copy 
of 1602 A.D. and slowly, deliberately begin 
to chuckle. 

-Jason Kapalka reviewing 1602 AD 


CDMPUTER GAMING WORLD • 


It. com • MAY 2DQD 



REVIEW 


ROi-E-RL-AYlIMB 




humor to its RPGs, and the buffoonery here works better than in the 
past couple of LAND OF LORE games, partially compensating for the 
plot's lack of originality. There’re a few big laughs, such as an early 
scene in the wizard campaign when an expected showdown with a 
formidable nemesis is prematurely cut short in comical Raiders of the 
Lost Ark fashion. 

See No Evil 

NOX’s most distinctive features are its method for handling your 
character’s line of sight, and its interactive environments. The game 
uses a line-of-sight system that blacks out areas behind trees or other 
obstacles that characters couldn’t reasonably see beyond. The effect 
isn't revolutionary, since 
1983’s ULTIMA III featured a 
rudimentary version of a simi- 
lar system, and it can be more 
distracting than interesting. It 
does give NOX a distinctive 
look, however, and it's easy to 
adjust to the onscreen 
automap if you require addi- 
tional navigation. 

NOX'S levels are littered 
with moveable furniture, 
bones, and other objects. 

Occasionally you must use 
these objects to solve puzzles 

- moving a crate 
over a pressure 
plate, for instance 

- but usually the 
objects are just 
there to be 
smashed or 
hurled wildly 
when they're 
struck by explo- 
sive spell effects. 

A lot of attention 
to detail went into 
NOX's level 
design, as 
dwellings are dec- 
orated with appropriate objects, and subterranean lairs look suitably 
homey for their troll inhabitants. 

NOX’s two-dimensional, isometric graphics are highly detailed and 
similar in style to those in ULTIMA ONLINE and DIABLO. While some 
upcoming isometric RPGs like BALDUR’S GATE 2 feature limited sup- 
port for 3D video cards, NOX relies instead on those mysterious. 


superseded MMX protocols you heard so 
much about in 1 997 to create its impres- 
sive spell effects. Three different resolu- 
tions are supported (640x480, 800x600, 
and 1024x768), but the highest resolu- 
tion isn’t practical for most gamers, since 
the characters look tiny and the screen 
scrolling gets pretty choppy - even on 
high-end machines. 

The artificial intelligence of the mon- 
sters and NPCs in NOX’S campaigns is 
generally excellent. Al-controlled NPCs 
will sporadically ally with your character 
for the duration of a level. You’ll have no 
direct control over these NPCs, but they'll capably follow your charac- 
ter and engage any enemies you encounter. Conjurer characters can 
also summon or charm creatures that will loyally carry out basic com- 
mands until they are killed or banished. There are memorable levels 
where settlements are attacked and you can acquire a whole flock of 
allies to help fight the waves of intruders. Since the Al is so good, 
however, it's especially disappointing that there are no cooperative 
multiplayer campaigns. 

The only notable Al flaw is that enemies at extreme visibility range 
won’t react until they’re attacked. Since there are a variety of spells 
and weapons that either kill enemies instantly or do massive damage, 
you can pre-empt otherwise challenging battles by advancing slowly 
and picking off immobile enemies as soon as they’re visible. Like 
grandma used to say, nothing clears a path better than a gigantic Fist 
of Vengeance. Or a Death Ray. 

Who You Callin’ a Clone? 

It’s unfair to simply dismiss NOX as a DIABLO clone, since the game 
had been in development limbo for years prior to its acquisition by 
Westwood. Westwood acquired the 
orphaned NOX following the dissolution 
of Virgin Interactive's U.S. gaming divi- 
sion, and the company has done a great 
job finalizing the game. Even though it 
likely could have been released several 
months ago, the additional attention to 
detail put into the game has resulted in a 
streamlined interface, solid single-player 
campaigns and, overall, a considerably 
more polished product. Even the installa- 
tion program is almost as interesting as 
the great one that shipped with the origi- 
nal COMMAND & CONQUER. 

NOX could easily have been a game 
with a few original ideas that devolved 
into a hastily developed, derivative, unin- 
teresting clone. Instead, the developers 
have taken the necessary time to create a 
unique game that offers different and 
enjoyab le sing le- and multiplayer experi- 
ences. KdlV 







mm 








The ulh-arpcipular game of softball 
is brought to the PlayStation© 
game console and PC for the first 
time, delivering an entirely new 
game experience! 


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www.softb3llslam.com 







REVIEW 


ROUE RUAYIIMG 


FINAL FANTASY Vlll Is a Major Disappointment as a Port and as a Game 

VUlieii Ports Go Bad 




The Unbearable Boringness of Guardian Force 

Even with all of these graphical and sound problems, there's one 
simple thing that the developers could have done to redeem them- 
selves. The major, and - in many gamers’ opinion - fatal flaw of 
FINAL FANTASY Vlll PlayStation is the dreaded, uninterruptible 
Guardian Force attack. For those of you not already familiar with the 
game, Guardian Force attacks are a kind of combination summoning 
spell and semi-party member. They evolve over time, using a compli- 


L ike forks, coffee mugs, and black 3.5-inch disks with 
something indecipherable written on them in pencil, the 
omnipresent PlayStation is just a thing that you have, and 
you don't know when or how you acquired it. So, a developer 
creating a PC port of one of the most successful PlayStation 
games ever made really needs to differentiate it from its console 
incarnation by playing to the strengths of the PC platform. 
SquareSoft's port of its PlayStation mega-hit FINAL FANTASY 
Vlll not only doesn’t Improve upon the original, but, thanks to the 
exactness of the port - more emulation than translation - it 
manages to make an already flawed game truly awful. 


FINAL FANTASY 


reviewed by Erik Wolpaw 


Looks Bad, Less Filling 

Most PlayStation games run in 320x240. While that's pretty 
chunky, when viewed from your couch six feet away, it's accept- 
able. All of FINAL FANTASY Vlll'S complex backgrounds are ren- 
dered in that low 
resolution. Instead 
of reworking the 
graphics for the 
PC version, the 
developers decid- 
ed to leave the 
low resolution 
intact, and the 

game suffers because of if. Thanks to this decision, FINAL 
fantasy's greatest asset on the PlayStation - its amazing pre- 
rendered imagery - becomes its predominant flaw on the PC. The 
backgrounds are blurry and pixilated. What looks good from six feet 
falls apart at six inches. 

Virtually all of the game’s dialogue is presented as on-screen text, 
and even the font resolution hasn’t been upgraded from its console 
counterpart. The font is jagged and amazingly ugly, and serves as a 
constant reminder that you're not playing the game as it was meant 
to be experienced. 

The character models themselves have been upgraded somewhat; 
FINAL FANTASY Vlll supports 3D acceleration and, apparently, this is 
where the power of that device is being applied. However, rather than 
adding any value to the game, the more detailed models simply clash 
with the indistinct backgrounds, giving the graphics a nasty disjointed 
look. The texture work on the models remains low-res, and could be 
described most kindly as fuzzy. 

PC sound hardware also appears to give the FINAL FANTASY Vlll 
emulator a savage licking. On two different 
systems, every scene transition (and there are 
a lot of them) resulted in three or four seconds 
of sfuttery sound and general slowdown. The 
music, too, often sounds finny and distant. 

And speaking of slowdown, while the game 
generally runs at a good clip, the outside- 
world navigation screens crawl. And here, 
we're talking about slowdown noticeable and 
painful enough that you could make a case for 
calling it a bug. On the plus side, this area 
isn't accessible until about fifteen or twenty 
hours into the game, so you’ll probably be 
back to playing PLANESCAPE: TORMENT 
before you have to deal with it. 


CGW RATED 


It doesn t flat-out 
crash, and it has a 
fun suhgame. 


Laziest console 
translation ever. 


ffequirements: Pentjum 20D. 32MB RAM. SMB 3D graphics cant. 300MB disk space. Recatnmended Requirements: P-ll 266. 64MB RAM. 16MB 30 cant. 
3D Support: 3Dlx nVidia. Maticx, ATI. Multiplayer Support: None 


Publisher: SquareSott/Electfonic Arts ■ Developer: SquareSott » $4D » wvdW.squaresoft.com » ESRB HalltiB: Everyone 


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REVIEW 


FINAL. FANTASY VIII 


cated “junction" system that lets them gain new abilities. 
They’re sort of like a Pokemon, only more confusing. 

In battle, Guardian Force attacks quickly become your 
primary offensive ability. When cast, every Guardian Force 
is accompanied by an over-the-top but often beautifully 
rendered animation. The problem, and it’s a big one, is 
that these displays take upwards of a minute to present, 
and you can’t interrupt them or turn them off. FINAL 
FANTASY VIII doesn't buck the genre tradition of requiring 
you to fight thousands of random battles to advance the 
plot, meaning that you'll be watching these long anima- 
tions many, many times. What's impressive at first soon 
becomes annoying, and then - depending on your 
patience and desire to perform rote, non-interactive com- 
bat actions over and over again - unbearable. 

The fact that this was the single biggest complaint with 
the PlayStation version, and that the developers chose not 
to expend the small amount of effort it would have taken 
to fix it in the PC version, should be reason enough for 
you to boycott FINAL FANTASY Vtll on general principle. 
Maybe there's some technical reason it can't be done, but 
since modern technology is capable of producing clones 
and the U.S. government's amazingly realistic moon-land- 
ing hoax - not to mention FINAL FANTASIES l-VII - I'm 
going to apply Ockham’s razor and chalk it up to laziness. 

Love and Money 

If you’ve read this far and have no previous experience 
with FINAL FANTASY VIII and are still considering purchas- 
ing it and want more information, then perhaps you 
missed three or four of the preceding paragraphs; but 
fine, here's some more. 

Eschewing the previous installments' tales of heroes 
saving worlds from disaster, number eight's plot is smaller 
and more personal, centering more on individual redemp- 
tion and combat against evil of a less planet-imperiling 
nature, while not forgetting to include lots of random fight- 
ing. The series is famous for covering issues not usually 
addressed by console RPGs. Topics such as love, betray- 
al, and salvation are par for the course, and while these 
are novel concepts for a video game, Beverly Hillbillies 
The Movie included some love and betrayal, so these 
ideas by themselves don’t necessarily guarantee com- 
pelling entertainment. 

SquareSoft has made a few interesting design choices 
that represent a rethinking of some genre conventions. 
Gone is the pursuit of wealth, armor, and weapons. Your 
team gets a periodic stipend which you can use to buy 
various basic supplies, but other than that, there's no 
pressing need for money. Armor is essentially non-existent, 
and, aside from each character's single standard weapon 
(which can go through a few upgrades), your major offen- 
sive tool is the aforementioned Guardian Force attacks. 

Another feature worth mentioning is a very cool little 
collectable card game called Triple Triad that appears 
throughout the entire game. Triple Triad is an addictive, 
simplified version of Magic and it's well integrated - rare 
cards can be traded for rare items. It's a fun bonus, and 
you may find yourself wishing you didn't have to slog 
through the interminable other parts of FINAL FANTASY VIII 
to get to your next card match. 

Final Answer 

No matter what your feelings are about FINAL FANTASY 
VIII as a game, with some minor and a few major tweaks, 
the PC version could at least have been a great reworking 
of the PlayStation original. Unfortunately, the released 
game is inarguably substandard because absolutely no 
effort has been made to add value to the initial product. 
And this from a company kn own fo r the quality of its work. 
Shame on you, SquareSoft. 23U 



Irvine 


WE SHOP AT THE GAP Regular pants, workout pants, mantaloons... (pantaloons for 
men). Also note blurriness. 

* 

1 s IT 
.. ! i 

4- ji i 


IN CASE YOU DIDN’T GET THE POINT.... This battle scene really shows off the 
brave pants-free position SquareSoft takes regarding female characters. 

. '' 

'm 


IS THERE A DRAFT IN HERE? Male members of SeeD wear pants. Female members 
wear no pants. 


Tee-hee, I m fine 


MORE BLURRY PANTSLESSNESS If you’re going to have half-naked girls in the 
game, you might as well put them closer up and less blurry. 


MAY ZDOO • cgw.gamespDt.i 


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REVIEW ) SIIVIUI-ATiaN 


ACES HIGH Raises the Online Air Combat Stakes 

Mayhem at 30,000 Feet 




Hit and Run Strafing in cannon-equipped aircraft like this La-SFN will destroy your ground 
targets, but if the “ack” is up, it’s sheer suicide. Wait for the bombers to have their fun, and 
then “vullch" (go for the vulture kill)! 


I n an era of gigabyte-sized installs, it's simply 
amazing what some guys can do with 6 megs of 
disk space. Two key ex-programmers from the 
renowned WARBIRDS franchise - Dale "HiTech" 

Addink and Doug “Pyro" Balmos - have formed HiTech 
Creations and produced a new WWII online air-combat 
game using that tiny bit of magnetic real estate. ACES 
HIGH has lots of features, too; it's not just a "bare 
bones" fighter arena with average artwork and model- 
ing. Small in stature, this game is large in promise. 






Been There, Done That, Great Fun! 

ACES HIGH isn't a revolutionary breakthrough in the 
world of online air combat. If you've spent any time play- 
ing WARBIRDS or AIR WARRIOR, you already know the 
drill. Enlist in the Air Force of your homeland, fly against 
opposing countries, and try to capture airfields from the 
enemy. When any 
side is reduced to a 
single base, the 
arena automatically 
resets and the war 
begins again. With a 
worldwide online 
player base, the action continues 
around the clock, The hangar 

presently offers 15 different aircraft, with two bombers to pound the 
enemy defenses; 1 2 fighters to establish air superiority; and a para- 
trooper-dropping C-47 to conquer the aerodromes. HiTech Creations 
delivered new aircraft every month during the beta period, and more 
are in production. All the standard favorites - like the Spitfire, P-51, 
and BM 09 - are here, but a few interesting lesser-known models are 
also showing up, like the Italian Maachi 205 fighter. 

The ACES HIGH flight model is respectable, and offers a great com- 
promise between playability and total realism. It isn't anything you 
haven’t seen before, and - not surprisingly -it's pretty close to 

WARBIRDS. The aircraft are more difficult to fly 
well than AIR WARRIOR'S mounts, primarily 


CGW RATED 


on impressive 
debut of a "hound 
for glory" game 
that slakes your 
thirst for non-stop 
WW n air combat 
at a reasonable 
price. 


You d expect a 
few "break- 
through" innova- 
tions in an all-new 
online air-combat 
game, but while 
well-executed and 
lots of fun, this 


because of torque effects, However, they don't require the gentle 
touch of WARBIRDS planes near the stall, so you can be pretty ham- 
handed in an ACES HIGH cockpit without spinning the aircraft. If you 
fly decently in the other games, you can fly this one. There'll be a peri- 
od of adjustment, joyfully known online as "clubbing the baby seal,” but 
eventually you'll be the predator instead of the prey, 

The two biggest gripes with the modeling are drag and structural 
failure. These planes are difficult to slow down in the "clean configura- 
tion" even with the engine off. Using full rudder to slow down helps, 
but there's work to be done in the drag department. Deploying gear 
and flaps doesn’t cause much change in pitch or power either, and 
that's another indication. Frustrating structural failures can occur with- 
out warning in some aircraft. Since most of these fighters had at least 
a -t-6 G limitation, there ought to be a visual cue to indicate that you’re 
pulling enough G to bend something. Blackout 
and red-ouf are modeled, as is buffeting, but you 
can often rip a wing off without inducing these 
effects, which is pretty strange. Pieces don’t just 
snap off of airplanes without some kind of warn- 
ing. 

Good Picture, Excellent View 

ACES HIGH features modern 3D graphics, 
with five resolutions from 640x400 up to 
1 600x1 200, using either 1 6- or 32-bit color, 
Standard texture mapping is 64x64, but hi-reso- 
lution 256x256 textures are available if you have 
the horsepower to run them. It's all very good 
stuff, but like the flight model, the competitive 
graphics don’t shout “breakthrough." The view 
system - perhaps the crux of any air-combat sim 
- is excellent. For each aircraft, you can adjust 
your "head" position and save over 24 “cus- 
tomized" views. The system offers snap, pan, and 
zoom modes; however, despite the anguished 
wailing of some of the beta testers, there is no 
padlock view and the cockpit artwork is non- 


ane is “business 


Requirements: Pcilium-ll 233. Pefillum MMX or betler, 03Q-cainpatibl3 video C8rd.loys1icli, sound cairl, spoakeis. 3D Support; Direct3D 


as usual.' 


Publisher; HiTech Creations • $29.95 per month * www.hitechcreations.com 


MAY 2Q0D • cgw.gamespot.com • COMPUTiR GAMING WORLD 












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mc^’S 


REVIEW 


removable (as it should be). You have to fly the airplane to keep the 
bandit in sight and do it without view-key crutches. Some players do 
view the zoom feature as a crutch, but ACES HIGH uses the “industry 
standard" way of rendering aircraft in air combat maneuver games. 

Bottom Line: Bucks 

The trump cards of ACES HIGH are the quality components and its 
$30/month unlimited-play pricing structure. This is a good game of 
near-WARBIRDS quality, with a great player community. Gameplay is 
essentially the same in all these games, so that’s not the major factor. 
WARBIRDS may feature a slightly more difficult (or a bit more accu- 
rate) flight model and a huge hangar full of different aircraft, but it's 


LINING UP THE MONEY SHOT Super accurate, “zoomalile” liomb- 
sights can take out tiny targets frcm six miles up. Knocking out structures 
can limit the enemy's capabilities. This building is Radar HQ and it's going 
down! 




also prohibitively expensive. At the lowest WARBIRDS “Platinum pack- 
age" price of $1 .50/hour, $30/month buys you 20 hours - a mere 
moment in combat online. AIR WARRIOR - with rare revisions to its 
dated flight, gunnery, and damage models - is only $1 0/month for 
unlimited play, but it doesn't begin to give you the tangible feel of air 
combat that ACES HIGH provides. 

Furthermore, HiTech Creations' philosophy is that ACES HIGH wifi 
probably never be a “finished" game. They promise constant develop- 
ment and improvement in overall gameplay and technology, and a total 
focus on this one game. So far, they’ve been true to their words, with 
new aircraft and game features arriving every week or two. The “value” 
should go up wh ile the price stays low. This one is good, and will only 
get better. 233 







^•ISOSPHesg 

thwDmceJ 


L^ On. Time In. Him it up. 

Thousands of Online Radio Stations, instantly. 


www.radiospy.com 

music.zdnet.com/radiospy 







REVIEW 


WARCAME 




CGW RATED 


A fitting cap to the 
Campaign series. 


It took them five 
games to get 


RISING SUN Captures the Desperate Feel of WW II Jungle 

South Seas Slugfest 


Tokyo Express 

While the A) in RISING SUN is decent and puts up a good fight, the multiplayer game 
is spectacular. Up to 1 6 players can take part in Internet or LAN games, allowing for 
many separate players per side. The network oode is simply glassy, with absolutely no 
lag or hiccups, even with several players on slow dial-up connections. The PBEM imple- 
mentation allows players to see a complete replay of an opponent's turn, and includes 
password protection in case you suspect your opponent has his own Enigma machine. 

Rising Sun takes the hex-based, sequential-turn wargame to a level of refinement pre- 
viously unseen in a genre known for its preference for accuracy over polish. If you even 
remotely enjoy this form of combat simulation, RISING SUN is your game. The mosquito 
netting is extra. 2317 


R ising sun does such a good job of bring* 
ing the Pacific war to your computer that 
you'd be wise to invest in some mosquito 
netting. While the Campaign series has steadily 
improved through its several iterations, the way 
in which RISING SUN accommodates the many 
special conditions unique to the Pacific theater 
makes it far more than just a version of WEST 
FRONT with funny-looking tanks. In fact, the 
nature of jungle combat actually lends itself bet- 
ter to the scale of the Campaign series, which 
at 250 yards per hex make Eastern Front sce- 
narios feel a bit cramped. Because of the 
restrictive effects of jungle terrain on combat, 
the close 
ranges at 
which 

engagements 
are fought in 
RISING SUN 
seem quite 
authentic, 

and do much to highlight the importance of high 
ground and indirect fire, as well as the deadliness of close assaults. Don't waste those 
mortars! Night combat, caves, banzai attacks, and many new terrain types round out what 
has to be the most complete package available to tactical wargamers. Yet even with all of 
this detail, the game preserves the elegant feel of the Campaign series. 

RISING SUN provides a wide range of scenarios from introductory to very large and 
complex, and complements the package with several campaign games, both dynamic and 
linked. In keeping with Campaign series tradition, RISING SUN is practically a stand-alone 
database of weapons, and the included scenario editor should allow players to transfer 
their favorite battles to the computer screen with a minimum of difficulty. 


RISING SUN 


fEvieweti by Bruce Geryk 


Re^inrejnents; PMiuni 20DMH2. 32MB RAM. AX GD-nOM, 70MS Hard drive space. 2M8 video card. 3D Support Nona 
MuRipbyer Support Internet or LAN (2-1B players), niodem/serial (2 players), one CD par player. 


Publishn-; Take Two Interactive • Developer: TalonSoft • S45 • www.talonsotLcom 


RSAC Rating: 1: Violence, damage to realisbc objects. 





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REVIEW STRATEGY 


Found a New Civilization — ^Then Watch it Flounder Helplessly and Diel 


Doomed To Repeat the Past 




C ertain phrases in the 1602 A.D. press kit sent shivers up my 
spine. Specifically, these were; “#1 Best Selling Game of All 
Time in Germany!" and “PC Heft & Spiel Game of the 
Year.../Sflff." When it takes two years for the #1 German computer 
game to find a stateside publisher (aging all the while, rather unlike 
fine wine), one can't help but wonder what in the world the #2 and #3 
bestsellers in Germany were - BEER HUNTER, BARBIE'S SCHNITZEL 
MAKER, or what? 

1602 A.D., in any case, turns out to be a city-building strategy game 
set in a rather abstract New World. Players anxious for a successor to 
COLONIZATION or CONQUEST OF THE NEW WORLD will be disap- 
pointed to learn that instead of competing to colonize the Americas 
against Spain, Portugal, and England, you'll struggle against the omi- 
nously-titled Red, Blue, and Yellow Players for control of a very small 
chain of Gilligan-esque tropical islands. More than anything else, 1602 
A,D. resembles CAESAR III and its 
sequel PHARAOH, but with itsy- 
bitsy pilgrims and pirates instead of 
toga dudes and hippos. 

Like any good explorer of a New 
World, I decided to keep a journal 
of my discoveries, which I’ll share 
with you now: 

0 min; After ESCing through a predictably lame CGI intro, I glean 
false hope as I breeze through the tutorial missions in about eight min- 
utes fiat. 

8 min: Start “free-form'’ game. Problems arise three hours in when I 
realize that I've run out of tools, the traders 
aren’t selling any more of them, and I have no 
idea where or how to find Iron to make my 
own. Restart, 

4 hours: Find lots of tobacco, spice, and 
sugar, but no iron, making it difficult to advance 
beyond Flinstone tech levels. Manual oddly reti- 
cent about this seemingly vital task. Eventually 
trigger “iron detection" feature accidently when 
my brow impacts the keyboard. 

6 hours: Puzzle over the strange icon of 
what seems to be a scoop of Kellogg’s Raisin 
Bran that has been appearing over my build- 
ings intermittently. The manual helpfully 

instructs me to “Draw 
your conclusions and 
correct the problem.” In 
this I fail. Budget drops 
hopelessly into the red. Restart. 

10 hours: Still trying to figure out the eco- 
nomic/city model, which bears little resem- 
blance to SlMClTY, CAESAR, or, for that matter, 
reality. Industries don't appear to need citizens 
to work them, while residents don’t seem to 
care if their house is located between a gal- 
lows and a cattle farm. Run out of tools again. 
Restart. 

13 hours: Finally succeed 


Unquestionably 
the best 

I CAESAR/SiMCiTY 
I knock-off to ever 
I come out of 
I Germany, after 
I THE SEHLERS i, fl, 
and III. 


Economic model 


more confusing 


than the Cabinet 


of Dr. Caligan 


building an iron 
mine and tool factory on a nearby island and 
spend an hour puzzling out the intricacies of 
the “auto-trade" system. As my bank account 
again slips inexorably into the red, I note that 


the narrator’s announcement that “The alcohol is running out!" carries 
far more urgency than his notice that "There is not enough food," 
which perhaps is why there are half a dozen different structures 
required to produoe beer. Restart. 

20 hours: Feeling confident enough to try one of the many cam- 
paigns and scenarios instead of the "sandbox" mode. Pirates, who 
helpfully do not show up on the radar map, immediately sink my single 
irreplaceable ship. Restart. 

25-1- hours: Start eyeing "Uninstall" icon 
hungrily. Restart, Restart. Restart, 

In fairness, the game does have a weird, 
counter-intuitive charm that keeps you coming 
back, restart after restart - at least if you’re a 
reviewer who isn’t allowed to just go back to 
THE SIMS. And if nothing else, the next time a 
snooty German makes a rude comment about 
how we Yanks made DEER HUNTER the top- 
selling game in the U.S,, you can whip out a 
copy of 1 602 A.D. and slowly, deliberately, 
begin to chuckle. K'i'.'l 


flequiremenls; Penliimi IBBMIlr, 32MB ilAM, ICBMB hart drive space. Hecommendeti Requirements: Pentium 2Dfl, D4MB RAM. 30 Support: None 

Multiplayer Support: UN (2-4 players), ineilein. serial cnnneclions (2 players), one CD per player. 


Publisher: 6T Interactive • Developer: Sunflowers • $30 • www.gtinteractive.com • ESRB Rating; Everyone; animatetl violence. 


110 


MAY 2000 • c g w. g a m es p 0 1 .c D Ri • COMPUTER GAMING WORLD 







I Visft www.esrti.org 
or cal l•n)-77f-3772 
fornweitfo. I 


■ Istanbul 

■ London 

■ Venice 
Mexico City 
' Hong Kong 


^et! 5 All- New Missions Await... And There’s Not 
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the 1999 ACTION GAME OF THE YEAR Is Finally Here! 


Gaming 

ZD ME 

PUV'frOW20/VE.COM 


// 






Tom«ii 

SUM*, 

vs 

I 

1 

1 

if 

ii; 






REVIEW 


RACIIMQ 


If So, Then Ratbag Has a Game for You 

Bored By Asphalt? 





■ had one tliought in mind when I first ioaded Ratbag's DIRT TRACK 
RACING: Red Man chewing tobacco. Even though i know better 
than to pre-judge games, with this one I just couidn’t help 
myself. Hell, is there anything else in contemporary America that bet- 
ter evokes images of a cheek full of tobaccy, the video for John 
Mellencamp's “Pink Houses," and a ’65 Chevy Bel Air rusting on 
somebody's front lawn? 

Man, was I on the wrong page. While DIRT TRACK RACING sure is 
redneck-friendly, it does not bow to the lowest common denominator. 
This is a great racing title, period, it’s packed with excitement and 
boasts an immersion factor that's second to none. It's right up there 
with NEED FOR SPEED: HIGH STAKES as one of the finest racers of 
the past year. And as much fun as I had with NFS:HS since its 
release last summer, after two weeks with Ratbag's game I'd have a 
tough time deciding which to take with me to a desert isle. 


Doing That Bump and Grind 

Gamepiay consists of guiding hunks of junk around short dirt ovals 
located in small towns across the United States. Races are chaotic 
affairs, both because of the friction- 
free earth beneath your tires and 
because of narrow tracks that turn 
every attempt to pass into a bump- 
and-grind frenzy. They're also more 
intense than the average NASCAR 
event, since the courses are so short 
(expect to take a lap in no more than 
1 8 seconds). Computer opponents 
are vicious at the higher difficulty set- 
over the place in their attempt to 


DIRT TRACK 
RACING 


reviewed by Brett Todd 


tings, and will freely bounce you a 
gain that vital few extra feet. 

While you can stage one-off races, they're just warm-ups for my 
favorite part of DIRT TRACK RACING: career mode. You start off with 
a measly thousand bucks that’s just enough to get you an aged '60s 
or ’70s era muscle car (given fake names like Jupiter and Mars here, 
but look closely and you’ll recognize Chevy and Chrysler silhouettes), 
and a spot in the lowly Stock Class. From there, you work for cash 
purses and sponsorships that bring in additional green needed for 
car repairs, purchases, and upgrades. Vehicles are fully configurable, 
so expect to spend some time playing with gear ratios, weight distrib- 
ution, and the like. 

Success doesn't come easy. Prize money is next to nothing at first, 
forcing you to drive consen/atively to avoid high repair bills (if you're 
playing with “realistic damage” on). One or two serious early colli- 
sions, and you'll be left without enough money 

to fix your ride - meaning that it’s time to 

restart your career or load a save. Some might 
not like the nickel and dime stuff here, but 
nobody should expect life to be glamorous 
when racing in places like LaFargeville, NY. 
Personally, I enjoyed the gritty attention to real- 
ity. It adds a lot to the game's longevity, and 
makes you think twice before trying to bump 
your way to the head of the pack. 

The Internet multiplayer option is another 
serious plus. Ratbag did a great job with this, 
providing an online experience that is virtually 
lag-free. About the only drawback is the 1 0- 


CGW RATED 


Each 


packed 


mayhem than a 
dozen NASCAR 


Like 


Ratbag 


POUUERSLIDE 


this 


nor a 


game 


freaks 


control 


player maximum, which isn't much when you consider that NASCAR 
Racing 3 supports fields of 32 drivers. 

You Got the Look 

The look of DIRT TRACK RACING will be familiar to veterans of 
Ratbag's previous racing effort, POWERSLIDE, as each uses the 
same graphical engine. It again does the job more than adequately, 
with well-drawn - yet still blocky - muscle cars, and a host of 
depressingly atmospheric rural racetracks. At the same time, howev- 
er, the engine is still rather colorless. Let's put it this way: It renders 
all the browns and blacks that make up the standard dirt track in a 
way that would make the people at id Software proud. 

Racing games just don't come any better than this. The “bedlam on 
wheels" races, fantastic career mode, and outstanding Internet multi- 
player support make DIRT TRACK RACING a good bet for anyone 
who likes to hook a wheel and pedal set to their PC. And at a retail 
price of less t han $ 20, you'll have plenty of cash left over tor a big 
bag of chaw. 233 


Requirements: Penliura IBBMHr MMX, 32MB RAM, DirBclX B.O-coniualil)lB soiKid ami video canls, 8X CD-ROM ilrlvQ, BOMB tiani drive spea. 

Recommended Requirements: Peiiliera 233MRz MMX, BdMB RAM, 3D-accclcralor video card (nwsl cuneat chipsBts suiiporteii), 22QMB hard drive space, 
3D Support: Direci3D, Blide, Wlultiplayer Support: Up la 10 players via UN. TCP/IP. 


Publisher: WizardWorks • Developer: Ratbag • $20 • www.wizworks.GDm • ESRB Rating; Everyone 


112 


MAY 20 00 • cgw.gamespot.CDm * COMPUTED CAMING WORID 







TM 





5 cnmERA uiEws mauom HEnocnm' 


Colin McRae Rally" 


Interested yet? 


IS the international 
best seller and it’s 
speeding towards 
your PC now! 


Colin McRae Rally ' Is the nearest most of us will ever 
get to experiencing the thrills and spills of high octane rallying. 
It's the driving game designed to the limit to push you 
to the limit. 


Ever heard of Colin McRae? 

He’s a hard racing Scot, the world class rally champion 
they all know as the Flying Scotsman - the sport's fastest, 
most exciting driver. 


Ever heard of rallying? 

It's the white knuckle ride to end them all - 
high powered high performance cars taking on some of the 
world's toughest terrains against the clock. Rallying is 
motorsport at the edge, on snow, mud and ice in all weathers. 







RACINC3 


REVIEW 


All the Thrills of Motorcycle Racing, Without the Asphalt 
Burns and Crazy Insurance Premiums 


Sit Down and Hang On 





Publisher: EA Sports • $40 * www.ea5port8SupBrbikB.CDm « ESRB Ratjng: Everyone 


Requirements: 233MH2 pracesscr, 32MB HUM, 300MB lianl titive space, 4x CB-ROM, RecommcmlBd Requirements: 2B6MKz pnicessor, B4MB RAM, Ox GD-ROM, 
BMB graphics accelerator, 3D Support: BirecI 3B Multiplaver Support: 2-8 players via LAN aai) Inleniet 


throttle, lift his front tire about six inches off the track, and ride 
through the corner on his back wheel. Yes, SUPERBIKE 2000 will let 
you ride like that and no I’m not that good. Kenny, you're still my hero. 

Blue Flag Special 

If you like racing games and/or motorcycles, you shouldn’t pass up 
this title. It’s beautiful, stable, and a whole lot of fun. If racing games 
in the past have left you cold, give this one a try. The a ddictiv eness of 
SUPERBIKE 2000 may just be enough to convert you. SHU 


I don't know what's in the water at EA, but they should bottle it 
and sell it to other publishing houses. What they do best is make 
superior games, and SUPERBIKE 2000 is certainly a superior 
game. Accessible to novice and seasoned riders alike, this game truly 
captures the essence of what makes motorcycle racing exciting, 

Some Assembly Required 

Talk to a racing engineer and you'll find they speak their own lan- 
guage. From gear ratios to tire compounds, you’d be amazed at the 
diligence required to keep one of these machines tuned for a sprint 
to the checkered flag. SUPERBIKE 2000 lets you choose between 
having the details managed for you or becoming a control freak, with 
many levels of control in between. 
Hey, if you want to stretch out third 
gear, that's your choice. 

In talking about the tracks, I'm 
going to focus on the one I know 
best, Laguna Seca in Monterey, CA. 
The first time I did a lap around 
Laguna Seca in SUPERBIKE 2000, 1 
had a very strong feeling of dej^i vu. 
You see, a few years back I actually 
worked for the SCCA at Laguna Seca on race weekends, I’ve walked 
that track many times, and let me tell you, I was stunned at how real- 
istically the track is modeled in this game. Stunned. From turn three 
leading around the back of the course, to the corkscrew, to infamous 
turn nine, this is Laguna Seca. Now, you too can find out why this is 
one of the premier road-racing courses in the world. Doing free prac- 
tice laps, you can almost imagine that it's a sunny Friday afternoon in 
Monterey. It's as close as you’ll come without a pit pass or a sponsor. 

Need Some Help, Sparky? 

Also welcome is the number and variety of assists available to 
those new to racing bikes. With all assists turned on, 1 could probably 
teach my cat to pilot a bike around a track. On the other end of the 
spectrum, it's clear that the people who really ride these machines 
are superhuman. Acceleration, shifting, and braking are all perfectly 
modeled. Come into a corner too fast, and you'll slide right out of the 
apex like a wet watermelon seed. Brake early, lean into the turn with 
proper body position, roll the throttle on as you pass the apex, and 
you’ll glide through the corners like a gentle spring breeze. Panic and 
grab the brakes with the bike kicked over in a turn, and you'll be pick- 
ing your machine up off the ground. 

The exhilarating sense of speed is one of 
SUPERBIKE 2000’s best elements. Even with- 
out the assists, I had an easy time telling when I 
was going too fast or too slow. After kicking all 
the difficulty settings up, I decided to try a trick 
that I saw pro rider Kenny Roberts do many 
times. Kenny would come flying through a cor- 
ner and roll up onto the apex burm, which is a 
raised concrete patch on the inside of the cor- 
ner, covered with nasty little ridges. Most riders 
would either vibrate like a jackhammer or eat it 
right there in the corner when facing the burm, 
but not Kenny. He’d just downshift, grab some 


CBW RATED 


Great game, 
around. 


This space inten- 
tionally left blank 


SDPERBIKE 


reviewed by Greg Fortun 






GET HOOKED UP FOR LESS 



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If you spend $100 or more, we'll give you $20 off! 

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Dreamcast 


Wheel Thunder 
Beaerk 

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Dead or Alive 2 

Draconus: Cult ot the Wyrm 

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Nintendo 64 


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r*. 




QUICK HITS 


MIND ROVER 



E very year at places like MIT, contests 
are held between robots. The tasks 
range from bumping robots out of an 
arena to running a maze. If you've ever had a 
yen to build robots like those - and maybe 
toss in a rocket launcher for good measure 
- then MIND ROVER is for you. 

MIND ROVER is both a strategy game and 
a “software toy" You design robots by pick- 
ing attributes like propulsion type, motors, 

sensors, weapons, and so on. However, the real heart of 
the game is tying all the various parts together with 
“wires." You do this in a sort of virtual breadboard, and 
the wires are really circuits with conditions and outcomes you set. For example, you 
might set the radar to tell the steering to move toward an object when it sees some- 
thing, With some practice, you can program some pretty complex behaviors. 
Unfortunately, the debugging tools are almost nonexistent. After you build your robot, 
you test it in various scenarios, but they almost never work on the first try. So you have 
to puzzle out each connection to figure out the problem. 

The scenarios range from simple races around tracks to actual combat. From the 
scale of things, the robots are only a little larger than remote-controlled cars, and most 
of the contests take place onboard a fictional space station. After you’ve exhausted the 
canned scenarios, you can import robots created by other users and compete against 
them. It’s not exactly multiplayer, but it can be pretty unpredictable. 

The game is cool, educational, and fun, and Cognitoy has done an excellent job of 
supporting it with downloadable add-ons. You can only order MIND ROVER directly from 
the Cognitoy Web site and there’s a goofy, morallyobjectionable pyramid discount 
scheme in which you hand out email addresses so the company can spam your friends 
with sales pitches. If you buy the game, make sure you download the 1.02 patch, which 
fixes some nasty launch crash bugs. -Loyd Case 


Genre: Strategy • Puhlisher: Cognitoy • Dcvelaper: Cognitoy • 845 • www.cognitoy.coni • 
ESRB Rating: Everyone: animated violence^ 


TOTAL ANNIHILATION: 
KINGOOMS, THE IHON PLAGHE 


Genre: Strategy * Puhlisher: GT Interactive 
Developer: Cavedog * S20 * 
www.cavedog.com * ESRB Rating: Teen; 
animated blood and violence. 


W hen in doubt, add more guns. That 
seems to be the theory behind THE 
IRON PUGUE, the add-on to 
Cavedog's semi-sequel TOTAL 
ANNIHILATION: KINGDOMS. While it does a 
fair job of 

^ ^ ^ adding nifty 

items and mis- 
sions (as expansion packs are expected to 
do), that's all it is: a fair job. 

The main additions are a 25-mission cam- 
paign and a new, fifth-side Creon. Creon 
likes technology and not magic, which 
means that all your little faeries and mages 
are replaced with slightly-bigger, steam-dri- 
ven automatons or guys with guns. Creon 
might be a little too cool, though; combine 
their gun-toting units with the most powerful 
defensive structure in the game (the 



Prismatic Mirror, a laser-tower on speed), 
and you have a nigh-invulnerable base. 
You're gonna need to rush a Creon player 
before the first Prismatic Mirror gets built. 

Internet-abhorring grognards will get a 
ton of new maps, all downloadable units 
released to date, the much-needed 2.0 
patch that greatly improves performance, 
and other online goodies that Cavedog has 
released. Not-very-wired TA; KINGDOMS 
fans will dig this pack. Otherwise, you'll 
have to ask yourself if you really want big- 
ger Zeppelins and more tanks with your 
zombies in your RTS. -Thierry Nguyen 



O ffering the diehard HIDDEN & 

DANGEROUS fan nine new wonderfully 
designed missions spread across three 
campaigns, 

A -k DEVIL'S 

BRIDGETS 

sabotaged. River Kwai-style, by just about 
as many bugs as the original, some obnox- 
iously-slow load times, and finicky VooDoo 
3 support. 

The missions take place in Poland, 
Southern Greece, and the besieged city of 
Bastogne, and include objectives such as 
sneaking your four-man squad of British 
SAS commandos behind enemy lines to 
rescue captured agents, stealing top-secret 
jet aircraft, or blowing vital bridges. Each 
DB mission plays at an extremely challeng- 
ing level, even for old-school tactical 
sims/shooters. Alternating between the tac- 
tical map and action screens becomes 
more complex due to the multiple objectives 
of most missions. The German troops’ Al 
has been beefed up, so there’s no more 
waltzing behind an unsuspecting bad guy 
and popping a cap without consequences; 
try that now and you'll only invite nearby 
grenade-tossing sentries to the party. 

New weapons like Thompson subma- 
chine guns, German Parabellum sidearms, 
and Ml Garand rifles are welcome, but 
TalonSoft goofed by not including the one 
feature fans really wanted; bug fixes. This 
expansion pack is almost as buggy as the 
original game, and sports hard lockups that 
occur when you skirt the edge of the map, 
and characters that can get stuck in ravines 
until you surrender control of them and have 
another squaddie command them to move. 
All in all, DEVIL'S BRIDGE is a decent 
expansion, but only if you enjoy overly chal- 
lenging action/strategy combos, tactical 
simulations, or are just a fan of H&D. If this 
doesn’t describe you, you’re better off burn- 
ing this bridge behind you. -Raphael 
Liberatore 







With Other 
Sound Cards You 
Hear Him Empty 
His Weapon; I v 


tMonster Sound MX 400 / 

HSr Him J., i 4 

Empty His Bladder. 

I ‘:1L 


S3's Diamond ^ 

Monster Sound 

MX400 will rock your PC audio world. Based on ground- . 

breaking technology from ESS and Sensaura, the Monster Ah 
Sound MX400 adds a whole new twist to your gaming 
experience with scorching 3D positional audio, so now you hear sounds 
on a whole new axis — above and below you. And with true EJi 
7 oa£/ output and Dolby Digital surround soundfyou create the ultimate s 
PC home theater. Pius you can piay, download, store and ' i 
manage the hottest digital audio formats on the internet or copy tracks 
’rom your CD collection to build your own high quality MP3 files! 

>0 UP YOUR AUDIO WITH MONSTER SOUND MXAOO— truly in a class by Itself! 


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I 


Dave Salvator 
and Ken Brown 


by 


I n this comer: the undefeated cham- 
pion, weighing in at 800MHz, the 
master of disaster that still domi- 
nates the gaming world.. .Pentium III. In 

the other corner, in leopard-skin shorts, 
eyeing the competition hungrily, the 
800MHz Athlon. Can the cocky contender 
beat the reigning ruler for the title of top 
gaming CPU? To find out, we brought in 
— two almost identical sys- 

tems from one source: 
Alienware, which special- 
izes in gaming PCs, We 

then put them through a 

torture test of system benchmarks and 
actual game testing. As your referee and 
color commentator, we can say that both 
systems put up a helluva fight, and we 
were a bit surprised by the results. 

The following will be a three-round fight. 
Unfortunately, you won’t be able to see 
the round marker when she introduces 
each one. 

Round one will establish stability. Up 
until now, AMD systems have been crash- 
prone when using a SCSI controller with a 
Vortex2-based sound card. But Alienware’s 
AMD system uses an MSI motherboard and 
EIDE storage components. Even though 
their systems have Vortex2-based Aureal 
cards, our evaluation rig aced all of its 
tests without a complaint. Alienware’s 
Intel-based Area-51 was also rock-solid, so 
score this one a tie. 


Round two deals with clock-speed perfor- 
mance. As you're doubtlessly aware, Intel 
and AMD have been struggling mightily to 
beat each other's clock speeds (see our 
story in Read.Me). At press time, AMD had 
the lead on Intel with the availability of 
850MHz machines (which we also tested). 

If you compare just the 800MHz numbers, 
Intel still maintains a slight clock-for-ciock 
performance lead, but that lead starts to 
fade when you consider that Alienware’s 
Athlon 850-based Area 51; Aurora is $400 
cheaper than their Pentium-lII machine. 
This round was close, but by performance 
numbers goes to Intel. 

Round three is price vs, performance. 

The only area where Intel still has the 
edge over AMD is in SIMD floating-point 
performance. Clock for clock, Intel was 20 
percent faster in our 3D WinBench 2000 
Processor Test, which exercises the CPU’s 
floating-point SIMD hardware with a very 
high triangle-count scene. However, the 
two processors were close in nearly every 
other measure of system 
performance-most importantly, 3D 
GameGauge scores. Given that, the focus 
turns to price, and on this count 
Alienware’s Athlon-based Aurora clearly 
holds the advantage, coming in at $600 
less and packing in twice the system mem- 
ory than the Pentium-Ill system. That puts 
Aurora on top with a TKO. 


How They Stack Up 



B oth Alienware systems ripped through our testing with nary 
a hiccup. We tested using ZD's complete set of benchmark- 
ing tools for each system component, Windows perfor- 
mance, and games performance. Since we didn’t find any irregu- 
larities in the numbers, we distilled the results to give you the 
most pertinent info. 

We give the nod (and it was close) to the Athlon-based Aurora, 
because it stacked up very well in 30 GameGauge testing versus 



the Pentium-ill-based Area 51: it packed twice as much system 
memory, and was $600 cheaper. But either system will keep you in 
the groove, and gaming very smoothly at high resolutions. If you're 
set on getting a Pentium-lil-based box, Alienware 's 800MHz 
Pentium-lll-based Area 51 is a burner, and was dead even with the 
850MHz Athlon-based Aurora in 3D GameGauge testing. However, 
Dell's Pentium-Ill offering has the 64MB DDR GeForce card and a 
lower price tag (by virtue of Dell’s huge volume). 


MAY 2000 • cgw.gainespDi.cam • COMPUTER GAMING WORLD 


iifl 



HARDWARE 


Sn Both systems come loaded for bear, and include more than what 

*^^***"* ^ """ mMMMJk m you'll see here. Head to www.aMenware.com for more details. 


Alienware 800MHz Pentium-Ill 

Memory 128MB PC800 RDRAM 

3D Card ASUS V6800, 32MB DDR SDRAM 

Monitor ViewSonic GS790 19" 

Sound Card Diamond MonsterSound MX400 

Speakers Klipsch ProMedia 4.0 THX 

CD-ROM Pioneer 10X/40X DVD 

Other Storage HP 9100i CD-R/W 

DVD Decoder Hardware 

Joystick Microsoft SideWinder 

Precision Pro 

Gamepad Microsoft SideWinder 

Gamepad 



System Speeds and Feeds 



AMD 



■ 850 MHz: 

Highest Clocking Speed 

f 

128 KB 

LI Cashe Size 


' 512 KB, off-die, variable speed 

12 Cache Size, Speed, Type 


200 MHz, I.BGB/sec 

Front-side bus interfece speed* j 

‘Speed at which CPU talks to system memory interface j 


[ PC100 SDRAM, 800MB/sec : 

Memory Type, Peak Data Rate 1 



AGP Interface 


Intel 

800 MHz 
; 32 KB ^ 

: 512 KB, on-die, full clock s 


NUMBERS GAME; On paper, Intel’s components are still faster, but Vla’s KX133 for the Athlon chipset will soon support AGP 4X and PC133 SDRAM system memory. Intel's 840 
chipset - which was shipping but hard to find at press time - supports multiple channels of flORAM, which can allow peak system data rates to jump to 3.2GB/sec. 


H ow do these CPUs stack up in terms of overall 
system performance? This is a difficult question, 
because it's not just a matter of pure CPU horsG' 
power. You also have to consider the system chipset, 
and the speeds of the Level 2 (L2j cache, front-side 
bus, system memory, and AGP port. So who's got the 
goods? Intel does hold a chipset advantage on paper 
(as seen in the table, above), and this advantage 
showed up in one isolated 3D WinBench test, but the 


truth is that it was barely noticeable in actual game 
testing, even at very high resolutions. The reason? 
Even with 32MB DDR SDRAM GeForce-based 3D 
cards — the fastest 3D gun going — both systems' 
chipsets can process data fast enough even at 
1 600x900x32-bit, so that the 3D card is still the "bot- 
tleneck." At 60+frames per second, you should be 
very happy — but in this case, the 3D card is what’s 
keeping frame rates from going that much higher. 



Alienware 800MHz Athlon 


Memory 256MB PC133 SDRAM 

3D Card Hercules 3D Prophet, 32MB 

DDR SDRAM 

Monitor ViewSonic E790B 19" 

Sound Card Aureal Vortex II Super-Quad 

Speakers Klipsch ProMedia 4.0 THX 

CD-ROM Pioneer 10X/40X DVD 

Other Storage HP 9100i CD-R/W 

DVD Decoder Software 

Joystick Microsoft SideWinder 

Force Feedback Pro 

Gamepad Microsoft SideWinder 


Gamepad 



Photos by Hayden Houser/ 
DIGITAL CLARITY 






HARDWARE 


Under the Heed 


BY LOYD CASE 



Pinhead Ergonomics 


Why Can’t PC Connections Be as Easy as Consoles? 


N ot long ago, while hooking up a couple of console 
games for my daughters, I was struck by the 
thought of how easy it was to connect everything. I 

forgot about that thought until recently. What happened was 
that my desktop (the wooden one, not the one on my screen) 
decided to get my attention by bonking me on the head while I 
was trying to align a DIN adapter. A few colorful expletives 
later, I peered at the connector and realized that one of the 
pins was horribly bent. Now, a mini-DIN adapter is actually a 
relatively friendly connector, all things considered, but it's still 
all too easy to munge a pin. Far worse are Ultra-Wide SCSI con- 
nectors— 68 teeny pins that beg to be damaged. The connec- 
tors for any of the Dreamcast connections, on the other hand, 
are idiot-proof and a child could (literally) hook it up properly. 

Then there’s USB, Excuse me, I need to take a gulp of 
Maalox before tackling this. Ah, can't beat that taste. Now 
where were we? Oh yeah... 

Voodoo Ergonomics 

I’m very happy that many PC monitors now have USB con- 
nections— but why are they on the back of the display? In 
some cases, they’re on the side, buried in small recesses that 
force me to lift a heavy monitor to plug them in. Having USB 
connections on monitors makes up a bit for the fact that the 
vast majority of PCs put the connectors on the back of the 
system. Yeah, I know that’s how motherboards are built, but 
is this an excuse for the big OEMs to be lazy? (There are 
exceptions, such as Compaq and Apple). Having the connec- 
tor in an inaccessible location is aggravated by the connector 
design. It's a symmetrical shape, but the internal connector 
is asymmetrical. On top of that, there are no tactile cues, so 
it’s a coin toss as to whether you’ll align it correctly, Murphy's 
Law dictates that you have, more or less, an 80% chance of 
alig nin g it wrong. I’m talking about the downstream (periph- 
eral) connector here. Why couldn't they have made that con- 
nector like the upstream connectors on some monitors? You 
know the one— it’s shaped like an irregular pentagon, and it's 
nearly impossible to connect incorrectly. You would think that 
both ends of the cable would use this connector, but some 
engineer thought differently. 

Then there are, of course, software issues. The latest minor 



We’ve got a long way to go 
before plugging in a PC 


peripheral is as easy as plugging 
in a Dreamcast. Maybe 
PC companies shouid 
hire some nine-year-olds. 


debacle is DirectX 7.0. 1 ran into this when checking out 
Microsoft's new Precision Racing Wheel. It wouldn't work with 
NASCAR 3; the game was getting values way out of whack 
with what it expected. Oops, it turned out that USB/HID device 
support was broken in Directinput as of DirectX 7.0. Didn't this 
happen in DirectX 6.0 and DirectX 5.0? Will this happen again 
in DirectX 8,0? Where's that Maalox? 

And Another Thing... 

Power connectors are a royal pain, too. There are two types 
of device power connectors: the larger one — with four large 
holes for very large pins— which is used to connect hard drives; 
and the smaller, compact one that’s used mostly for floppy and 
Zip drives. Wiry doesn't the industry move to the more com- 
pact, floppy-style power connector? It’s much easier to connect 
and remove. I've successfully destroyed hard-drive power con- 
nectors with very little effort. Once, two of the female pins (the 
ones on the power-supply connector) remained with the hard 
drive when I pulled out a power connector. 

The bottom line is this: We’ve got a long way to go before 
plugging in a PC peripheral is as easy as plugging in a 
Dreamcast. Maybe the PC companies should hire some nine- 
year-olds, Now, if you'll excuse me, I think the Maalox bottle is 
beckoning again. 



The Dreamcast's controller plugs make connecting/disconiiecting controllers a no-hrainer - they just work. PC con- 
nectors still suffer from bent and broken pins. They could learn a lot from their console brethren. 


Shameless Plug 

And speaking of plugs, i get lots 
of email from regular readers ask- 
ing me about information in past 
columns. Now you can find a lot of 
that information compiled in a sin- 
gle place; my recent book. It's 
called Building the Ultimate Game 
PC, and is published by Brady. The 
ISBN number is 0-7897-2204-6. If 
you pick it up, drop me a line and 
let me know what you think. 233 





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HARDWARE 


+Tecli Medics 


IICH 


IHI 


Wounded on the technological front? Our medics may be able to patch you up and get you back into the action. 
Send your gaming-related technical questions to cgw_hardware@2d.e0m. 


One Gigabyte 
Question 

I was planning to buy a 
Pentium-Ill 733MHz 
processor, but AMD and 
Intel just announced 
processors at l.lGHz! Will 
a P-IIl 733 be able to run 
new games for the next 
couple of years, or should 
I wait till Christmas and 
get one of these new 
processors running at one 
gigabyte? 

This is an eternal question in a society 
where the pace of technology outstrips 
the pace of our salary increases. You 
should know that CPUs that run at over 
a Gigahertz probably won't be widely 
available until summer or fall, and they 
will be expensive. However, if you get a 
733MHz CPU today, it will give you two 
or more years of gaming pleasure. By 
the time 1GHz arrives, we'll be talking 
about 1.6GHz, and so on. At soma point, 
you just have to put a stake in the 
ground and tell yourself, “Now is the 
time to buy." 


LCD Displays 

I am mightily tempted by 
those 18-inch fiat-panel dis- 
plays. However, 1 know that 
some LCDs don’t handle reso- 
lution resizing, and I’m also 
concerned with the picture 
quality. The laptop monitors 
that I've seen don't look as 
good as CRTs. So, if size 
weren't an issue, would an 
LCD be preferable to a CRT? 

Desktop LCD monitors don't have the limita- 
tions that many notebook PCs have. For 
example, many notebook scroens simply use 
the-actual number of pixels for a given reso- 
lution. If the native resolution is 1D24x7G8, 
and you run at 640x480. you get a pitifully 
shrunken image in the center of the screen. 
Desktop LCDs, on the other hand, nan inter- 
polate pixels; this results in a slightly 
“grainy" image, but it generally works well. 
Note that oven good LCDs often lack the 
color saturation and image quality of a good 
CRT. though. 


Celeron + 1820 = ? 

Can I use a Celeron in an 820 
motherboard, like the Asus 
P3C-E or P3C-2000? 

No. The 820 chipsets support a minimum 
front-side bus clock rate of 100MHz. Since 
current Celerons use a GBMHz FSD, it won't 
run in an 820 motherboard. 


Cool Running 

I’m interested in putting 
some additional cooling fans 
in my PC case. How should 
they be installed? 

What you want is airflow through the case. 
Power-supply fans in modern ATX-hased sys- 
tems exhaust air out ot the case. So if you 
place an additional tan in the front, make 
sure it pulls air into the case. It you plane 
the fan along the back panel, you can orient 
it either way. 


Mix n’ Match RAM 

I was thinking about getting 
some ECC SDRAM, but it 
comes in different speeds 
such as 6, 7, and at 8ns. I 
have a chance to get a great 
deal on a 6ns piece, but I 
can only get one. 

Can you mix RAM pieces 
if they're different speeds? 
Say they’re both PCIOO 
SDRAM ECC DlMMs, except 
one runs at 6ns, and the 
other 8ns — will they run 
together? 

Yes. they'll both run tine, and both at 
100MHz. The 8ns RAM may handle higher 
front-side bus speeds than the 8ns, but if 
you're not over-clocking, both run at the 
same speed. The 6ns RAM is simply 
capable of running faster. 


, y£Q|*| YtP ^ adding 

nnew hardware go a lot faster. If you 
have plenty of space on your hard drive, take your Windows 
98 CD, and copy the contents of the X:\Win98 (where X: is 
your CD-ROM drive letter) folder to a folder on your hard 
drive, like, oh, C:\Win98. By doing this, every time your 
machine asks you for your Windows CD-ROM, you can just 
point to this folder rather than having to go hunt the trickin' 


CD-ROM yet again. And, when the day comes, and it always 
does, that you have to reinstall Windows because your 
machine is just too damned unstable to do any meaningful 
gaming, you can actually run Windows setup from your hard 
drive. Just remember to create a folder somewhere on your 
hard disk and copy the contents of the C:\windows\com- 
mand folder. That folder contains the DOS commands you’ll 
need to nuke your old Windows folder and begin anew. 




' 'vs Th-s,jy:/rJd's j-js'ssi 'JD 
. V w-ids! sJbn 

^'.•' 'fhs riibon ipsjsj-jj 


Includes all the standard features of the 
Hercules 3D Prophet DDR-DVI ' PLUS: 

350 MHz Double Data Rate video memory 
150 MHz GeForce 256 Core 
Individual heatsinks on each memory chip 
High performance cooling GPU fan & heatsink. 

Seperate fan power source reduces noise and 
lowers AGP bus power consumption. 


What WOULD THE 

I Jdd[udW 

BECOME IF YOU TCXDK 
THE GLOVES OFF? 


Praise for past Falcon Northwest SE products: 
“If traffic cops gave out speeding tickets 
to video cards, the SE Xentor would 

have its license revoked. " — 

‘Computer Gaming World, Nov. '99 


www.hercuies.com 


Available exclusively in Falcon 
Northwest custom Gaming PCs 

1-888-FALCON-1 www.falcon-nw.com 


"the Falcon VoodooS 3500SE is undeniably 
the Jewel in the 3dfx crown " 


K “the Falcon SE Xentor is a real 

marvel of engineering" 

^ -Sharky Extreme, Nov. '99 




HARDWARE 


YOUR TWO BEST RECIPES FOR BUILOING THE ULTIMATE GAMING MACHINE 



I Monitor 

' Mitsubishi DiatnondPro 2020u 


Flight Joystick 

CH F16 Combatstick USB 

Logilei^ Wingman Extreme 


□ Power Rig 


Action Gamepad 

Interact Hanimertiead FX 

Gravis Gamepad USB 


1 Component 

Manufacturer 

Pi ice 

The Skinny | 

Motlierboard 

Asus P3C-1: 

S200 

AGP 4x 

CPU 

Intel Cooperniine 800 

S730 

It's the loo o1 the heap, for new 

Memory 

126MB of PC800 RDRAM 

S850 

RAMBUS 

Iflisk Controller 

Adantcc 29160 

$260 

Slinhilv laster. hut also has PCI 64 support 

Primary Graphics 

Hercules Prophet DDR-DVI 

$300 

DDR SDRAM and T&L siiDOort 

3.5” Floppy Drive 

Teac 

$20 

You still have to have one 

Hard Drive 

Oiiantum Allas 10k 

$680 

A screamer that runs a bit warm 

Backup 

Creatiye DVD-RAM driye 

$599 

5.2 pins of backuD 

CD-RQM 

Pioneer 6x SCSI DVD 

$160 

New Pioneer Slot Drive DVD 

Monitor 

Mitsubishi DiamondPfo 2020u 

$1,250 

Perfectly flat: oood USB support 

Primary Audio 

Sound Blaster Live Platinum 

$175 

For four-speaker OirectSoiind, A3D, and EAX 

1 Sneakers 

Boston Acoustics BA4800 

$199 

Loud, clean, iinoolorcd, and fabulous 

Modem 

SCom SDSL modem 

$400 

DSL at last 

Networkirc 

3COM Elherlink 10/100 PCI 

$60 

For franninti mv buddies 

Nelworkino Hub 

Netqear DS108 

$170 

MulliDlaver & DSL modem support 

YY Minicube Case 

Yeono Yann 

$213 

Lots ot coolinq 

Power Suooiv 

PC Power and Coolinn Turbocool 300 

$89 

More nower, Scotty! 

Keyboard 

Mlciosoft ffatiiral Keyboard Pro 

$59 

Swiicbed back fmm Looilecli 

Mouse/Poinlinn Device 

Microsoft Inteliimouse Explorer 

$65 

No balls! 




mm Total w/o Came Cdnlrbtlerel $G,4t]il | 

Flinht Jovstick 

CH FIG Combatstlck USB 

$65 

It lust feels ripht 

Rudder Pedals 

CH Pro Pedals USB 

$100 

Neailv oerfect foot nlacemont 

Driulno Controls 

ECCI CDS 4CD0 

$1,250 

For the serious sim driver 

Gamepad 

Interact Hammerhead FX 

$40 

DualShock-like controller 

1 Total $7,944 1 

The Fin# PrinI: All recommendations based on acUial ovaliiatlons and lesling, Prices lislod ere averaflo low ttuoles (lom Web price search 
engines like www.CDmpulorshopper.cDni or www.iiricewelch.com. - ilso eoniiillsi if Bm Silawf mil lofi Cist 

H MAy ZDOO • 

c gw , ga m es p a t .com • COMPUTER 

GAMING 

WORLD 


■ Lean IViachine 



Motherboard 

Asus P3B-F 

CPU 

Pentium III/600E 

Memory 

128MB PC100 SDRAM 

Disk Controller 

Built-in UDMA/33 

Primary Graphics 

Guillemot Prophet (SDR) 

I. Flonnv Drive Teac 

H Hard Drive 

tBM Deskstar 34GXP 13.1GB driv 

CD-ROM/OVD 

Pioneer DVD-114 

Monitor 

Optiquest 095 

Primary Audio 

Aureal SO25D0 

Soeakers 

Boston Acoustics BA-635 

Modem 

Actiontec PCI Call-Waitinn Mode 

Case 

Elan Vital TIO-AB 

Power SupdIv 

Built-in. 235W 

Keyboard 

Microsoft Internet Keyboard 

Mouse/Pointinn Device 

Lonitech USB Wheel Mouse 

Jovsb'ck 

Looitech Winqman Extreme Diqit 

Gamepad 

Gravis Gamepad USB 











KILLER RIGS 


Dell Dimension XPS 800 


Want a full-bore gaming beast without having to build it? 
We've got you covered. These two systems tested very 


well and will put you into the fray ^ without your ever 


having to charge-up your electric screwdriver. 


Power Rig 






Dell’s Dimensian XPS 8D0 impressed us with hoth its features and perfamiance. The 
Pentium-Ill BODMHz system features a GeForce-based 3D card with 64MB of DDR 
SDRAM, a set of Altec-Lansing THX-certified speakers, and 128UB of RDRAM. This 
Dimension nailed a 30 GameGauge score of 62fps, the highest score we've seen to 
date. At press time, Dell was quoting lead times of 7-ID days for these boxes, due to 
the tight supply of RDRAM memory and Intel B20 chipsets, but its Dimension is 
worth the wait. 


■ $3,650 > (800) 915-3355 ■ www.dell.com 


LeanMachme 




Hypersonic was a first-lime entrant into our Ultimate Gaming Machine 
roundup last December, but its Silver Bullet system came, saw, and kicked 
ass in our "Bang for the Buck" category. The Silver Bullet is adorned with a 
Pentium-ill BODMHz CPU, 128MB of SDRAM, Hercules' GeForce 3D card 
with 32MB of DDR SDRAM, and a 15GB hard drive. This system comes in 
at Just over $2,000, and for that price, it packs one helluva wallop. 


Hypersonic Silver Bullet 




■ $2,034 ■ (800) 520-0498 ■ www.hypBrsonic-pc.com 


C hoosing the right 3D card 
depends on your CPU and 
your motherboard, so we 
have two recommendations for 
you: 

If your CPU is a Pentium 
233MHz or slower, or your 
motherboard is ali-PCi (no AGP), 
or you’ve got a motherboard- 
down AGP graphics chip with no 


$125 5 PCI slots, Spftmenu, 440BX - ready for the P-!ll 

$445 


$150 128M6, squeezed in 

Gels the lob done 


$225 


$105 


$99 

$70 


$30 


Went for 32-bits T&L 

Still gotta have it 

IBM's low cost, fast drive 

Slut-drive OVO 


$350 Solid 19" monitor at a budget price 


A3D and clean audio for under a C-note 

Still the best Inw-cosI sneakers tioing 

Solid performance, good price 

Back to the old-familiar 

Again, gets the job done 

Cheap, nice add-on buttons 

Belter than the ‘‘gaming" mouse 

Cheap, but very solid 3D stick 

Solid, basic gamepad 


AGP slot, then get 3dfx’s Vaodao3 
3000 PCI board. At just under 
$150, the V3 3000 delivers great 
price/performance, and will do a 
very good Job with current 
games, and a good job with 
games coming out soon. And the 
best part is that when you swap 
in a new motherboard/CPU, you 
can migrate the Voadoo3 board 
to the new setup and use it there 
until you decide to get an AGP- 
based 30 card. 


— ^ ; CRC6T'VC , - ' 

l-Ij 

' /INNIHILATOH 

\ PRO 

V-' 

UFsietlXl’nnfpd. MmilMnii lasmOmiteileiiiliia 


If your rig’s motherboard 
has an AGP slot, then go with 
Creative's 30 Annihilator Pro, 
which goes for around $270. 
Admittedly pricey, this GeForce- 
based board uses DOR SDRAM 
memory to keep its four pipelines 
fed and happy. If you can’t stom- 
ach a $300 investment, then con- 
sider Creative’s 30 Blaster TNT2 




Ultra, which is available now for 
around $150. 

Even if you’re running a Pentium- 
11 233 or 266MHz CPU, when you 
upgrade motherboard/CPU, you 
can migrate either of these cards 
into your new setup - and 
they’ve got room to grow with 
whichever CPU you decide to use. 


GET IT 
TOGETHER 

So how do you put all this stuff 
together? Head over to Loyd's PC 
Workshop page on GameSpot at 
www.ganiGspot.com/features/pc_. 
workshopB/ for step-by-step 
instructions on how to get your 
killer rig up and running. 


125 





HARDWARE 


Speaker Roundiv 




Midiland 7100 


Cambridge 


Yamaha YST-M3Q speakers 


YAMAHA YST M3D 
SPEAKERS 


Price: $50 

Manufacturer: Yamaha Corporation of America 
Contact: www.y8maha.com 




D esigning good, low-cost speakers is 
as much an art form as an engineering 
exercise. In most cases, there are too 
many concessions made, and the YST-M30 
is no exception. This three-speaker combo 
- amplifier/bass cube and two small satel- 
lites - delivers a mixed bag, with an odd 
emphasis on mid-range. 

On top of 
that, our tOKHz 
test tone 

revealed nasty distortion at high frequen- 
cies, creating very unpleasant effects. Bass 
output is lacking, even with the “subwoofer" 
control cranked up. The one positive is that, 
at moderate volumes, the stereo imaging is 
sharp and well-defined. Games do fare a lit- 
tle better, but anything with loud explosions 
gets distorted if the volume is above three- 
quarters. If you watch DVD movies on your 
PC, these aren’t the speakers for you. 

We recommend spending a little more for 
the Boston Acoustics BA-635s, or the 
Yamaha YST-M28s. -Loyd Case 


Photos by Hayden Houser/DIGITAL CLARITY 


MIDIEAND710D 


Price: $200 

Manufacturer: MidiLand, Inc. 
Contact; www.midiland.com 


Y ou want loud? When I played the live ver- 
sion of Bom in the USA, these speakers 
got up to 105 decibels with some notice- 
able clipping, and 103 decibels with clean audio. 
It took a few minutes for my ears to recover. 
Getting to that point, however, was like navigat- 
ing the maze in the original ZORK. You have to 
figure out what type of setup you want (Dolby 
Digital? Four-channel game audio?). Once you 
decide, you then 
need to set an 
unlabeted, four- 
position dip switch. These speakers are crying 
out for some form of digital input that will auto- 
matically switch soundstream types. With most 
PCI sound cards now having some form of digi- 
tal audio output, digital input is now viable for 




There is definitely some mid-range coloration. 
The 7100's sound much better on rock/pop 
music than purely acoustic jazz or classical. This 
makes them ideal for games, though, and they 
sound great when set up as a 4.1 system with a 
3D sound card. DVD audio sounds pretty good, 
too. At $200, they're not a steal, but if you have 
a penchant for playing loud rock music - or just 
pumping up the volume in QUAKE Hi - then 
check 'em out. -Loyd Case 


CAMBRIDGE SOUND 
WORKS DIGITAL 


Price: $10Q 

Manufacturer; Cambridge SoundWorks 
Contact; wwwJiifi.com 




C ambridge SoundWorks originated the 
idea of the very small satellites/woofer 
combination, and its MicroWorks are still 
some of the finest PC speakers available, 
both tor clear uncolored sound and plenty of 
volume. The low-end SoundWorks speaker 
set - Cambridge’s original offering - delivers 
good audio quality and impressive volume out- 
put, but lack the 
MicroWorks’ 
tonal clarity. 

Cambridge has revisited this design, adding 
digital-audio input to create the SoundWorks 
Digital. The low-wattage rating of these speak- 
ers - 8 watts per satellite and 22 watts for 
the woofer - belie the SoundWorks’ volume 
output. Despite developing good volume, 
however, the SoundWorks still sound a bit 
muddy playing music, although it's not as 
noticeable with gaming audio. The S/PDIF 
digital connection works as advertised, though 
there wasn't any real difference between 
using the digital or analog inputs. Long story 
short, the SoundWorks sound good, but there 
are other low-cost offerings that sound better, 
like Boston Acoustics’ BA-635s or Yamaha's 
YST-M28S, -Dave Salvator 














To get the Maximum performance out of 
a multi-user game, get off the Internet 

and get on a D-Link lO/lOOMb Fast Ethernet Network. Up to 200 times 
faster than the Internet, and 10 times faster than other legacy 
networks. Easy to set up and install, a D-Link 10/100 Network In A Box 
comes with everything you need to build a Windows 95/98 Network. 


D-Link 


www.dlink.com 





Mi '/■ 






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1 



ICAMlWCj 

1^ 

1 

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Prices and Specifications are subject to change without notice. D-Link is a registered trademark and DFE-905 is a trademark of 
D-Link Systems, Inc. All other trademarks are property of their respective owners. ©Copyright 1999 D-Link Systems Inc. All rights reserved. 







^ Tabletop? 

I t's generally the other way 
around, but believe it or not, 
Bungle's MYTH universe has 
been translated Into a Y2K compli- 
ant version requiring only pencils, 
paper, and some funny-shaped 
dice. Steve Jackson Games has 
converted this GClVHall of Fame 
title into a GURPS (Generic 
Universal Role-Playing System) 
framework, allowing gamers to 
create their own tabletop cam- 
paigns and to play as their favorKe 
characters. For gamers interested 
in using Bungle's Fear & Loathing 
tools for creating PC scenarios, the 
book has a fairly detailed section 
that should alleviate some of the 
trepidation nascent designers 
might feel employing such power- 
ful tools. While it probably won't 
tear diehard MYTH fanatics away 
from their PCs, they might well 
appreciate the nice iob the book 
does fleshing out the game uni- 
verse. Check out 
www.biinjie.cnm/slore or 
www.sjgiiiiics.com for more info. 


nsidegHOMi 


I Am a Social Leper 


G aming is supposed to be a joy, an escape from llie day to day 
cares of the world, where socially inept 
misfits can believe for a few precious 
hours that they really are Blaugh the 
Gnome, warrior/mage supreme. It was true 
in the Doritos-drunk AD&D weekends of 
my high-school years, and it’s been 
pretty much a constant during my 
adult life as a computer gam- 
ing shut-in— just one baby 
step away from relying on 
Meals on Wheels to keep 
me fed. Until now. Until 
THE SIMS. Until those 
heartless bastards at 
Maxis rubbed my face in my 
pathetic loserness, and sucked all 
the joy out of my worthless life. 

So, other than losing the will to live, little in 
my life has changed. 

It started when I made the cardinal mistake of THE 

SIMS— designing a Sim that more or less 
approximated me. Along with looking into a mir- 
/\rt Too ror after having a nice big bowl of Frosted Peyote Flakes for break- 

fast, this is one of the worst missteps you can make with your life. 
CIOSBiy My Sim, Ruben Kincaid, was an almost too-perfect digital doppel- 

, . ganger, whose thirst for fun and neatness came at the expense of 
nOSOmblQS any desire to have friends or engage in activity. Thus began Ruben’s 
. tortuous slide into crippling virtual depression. 

Life in JnE Even a Sim with a low Outgoing rating will eventually feel the 
gnawing pangs of loneliness. While they might be able to stave off 
SIMS the urge for companionship longer Chan the social butterflies of the 

game, sooner or later they’re going to want a friend. You’ll find 
them— as I did my poor, shattered Ruben— sobbing on the couch after 
drugging themselves with long bouts of avid, but ultimately unsatisfying, cartoon view- 
ing. My heart breaking for my little avatar, I had Ruben call up some neighbors, chinking 
"This’ll fix things." It didn’t. Things got worse. 

See, once the neighbors came over, they had a great time— eating, talking, and even 
dancing. But they did it amongst themselves. Try as he might, Ruben could never suc- 
cessfully engage his guests in conversation or activity. He literally stood by as they utter- 
ly ignored him and his Social score plummeted. After a couple hours of pariahhood, Ruben 
succumbed to the easy charms of the TV, driving his would-be friends away as he refused 
to clean up the mess they made. After several hours of TV, Ruben passed out on the floor 
in the wee hours of the morning. Thank God Will Wright didn’t include an option for sui- 
cide, for I completely expected to see Ruben stick his head 
in his brand-new oven, or throw himself in front of his car- 
pool. I’m hoping a Sim psychiatrist moves nearby, before 
Ruben lashes out and obliterates the neighborhood. 

As much as I enjoy playing THE SIMS, it has— through no 
lault of its own— damned me, Now my real-life days are a 
pathetic, frantic charade of friendliness and vivacity as I 
strive to avoid the fate of Ruben Kincaid. It’s killing me. I 
can feel my cerebral cortex shriveling under the duress of 
all this panicky gaiety. The dreadful aftermath of creating a 
Sim-style Mini Me has plunged me deep into a steadily 
sucking spiral of desperation, anxiety, and crying jags the 
frequency and severity of which frighten my co-workers. Do 
not make my mistake. Make your Sim a complete human or 
face the horrific consequences. 

All is darkness... .terrible, terrible darkness... 


INSIDE GAMING 




'finn 


COMPUTER GAMING WORLD 





A s you learned in the last installment, 
I'm a notorious skinflint. I'll waste 
hours each month digging through var- 
ious bargain bins to see if any new titles have 
fallen from grace. Most months I am greeted 
with the typical dreck, but lately things have 
become peculiar; Games are dropping to $20 
or less only a few months after their release. 

I struck the mother- 

— „ , , lode when I found JACK 

/. Dyn hncls nicklaus 6 : golden 

^ BEAR CHALLENGE at 

Lneap Uames CompUSA for five bucks. 

, ^ . That’s right; five lousy 

and a UOOf loof dollars for a gorgeous 

r - f! 11 - r*/« jtryi 90 ^ 9®®® that is known 

tor I Hb tDlIVlo! for its excellent course 

editor. I've found over 
200 user-made courses 
since purchasing GBC, and that's just the 
beginning. You can get everything from cus- 
tom clubs to designer flags. 

Fun as it is to play on real courses, some of 
the fantasy courses available are stunning in 
both their originality and execution. A favorite 
is Manuel Kellner’s Gaulic Village, set in the 
cartoon world of Asterix. I was introduced to 


copy of SiN sitting next to GBC and bought it out of morbid 
\ few hours of downloads later, I was having a blast The game 
been patched into the realm of playability, and the few user- 
made enhancements do much to address the remaining weak spots. Take the 
guns, for example. A single-pump Red Ryder has more audio punch than most . 
of the pea-shooters in the original release. Awesund's Awesound Pak amends 
this deficiency nicely, as does Darklight2's KS-Sound files. My neighbors may . 
never forgive me. These and other SiN mods are available at the SiN Post 
(www.sinpostcom). 

You can pick up a copy of JANE'S FLEET COMMAND for under S20 now. Be 
sure to patch it and immediately go to the Warship Database Project site to 
download an enhanced database. Tho site jumps around a lot, but currently is 
located at members.xoom.eom/Warship100/WDP. Whatever you do, don't pass 
up a bargain title just because it received lukewarm reviews. Chances are, in 
the time it took the game's price to tumble, patches and mods were released 
that change it into a worthy experience. 


the world of Asterix in a college Frexteb class 


and it makes a terrific setting for a golf 
course. Each bole is populated with cbaiacters 
from tbe comic, and I've encountered obsta- 
cles ranging from a pack of wild boars moss- 
ing the fairway, to a Roman legion blocking 
tbe approach to a green. Every tree, bush, 
rock, and background screen is replaced by 
scanned images from various Asterix books, 
and the end result is highly entertaining. 

In fact, the only bad thing about Gaulic 
Village is the 28+MB download. All GBC 
course downloads are on the large side of 
enormous, but most will leave you thinking 
that a second GBC-dedicated hard drive isn't 
such a bad idea. In any case, it beats paying 
for course expansion CDs every few months. 

Activision's Golden 

Bears Den (www.golden- 
bearsden.coiii) teems with 
enough goodies to bring your 
cable modem to its knees. 
And if that's not enough, The 
Course Depot 
(virww.coursedepot.coin) 
hosts a variety of excellent 
GBC sites, including 
Puhman’s Course Index. 

More than 200 GBC courses 
are available here, with full 
reviews and screenshots 
(equalling more than 2GB of 
downloads, in case you have 
a few months with absolute- 
ly nothing to do...). 


T. ByrI’s 
Mix 

1. UNREAL 
: TOURNAMENT 

ZNASCM RACING 3 

3. PLANESCAPE: 
TORMENT 

4. BIONIC COMMANDO 
for the Game Boy 

■ Color 

5. "If You Survive” 
by George Wifson 




t’ 


I n the days si yore, when all that stood between me and a date was my Commodore 64. 1 
used to play a game called LITTLE COMPUTER PEOPLE. I femember playing poker with the 
portly man inhabiting my television, wiping him out, and then sitting there In awe when 
ho refused to play poker with me again for hours. Memories like that prompted my deci- 
sion to buy THE SIMS tho second it hit the shelves. 

I hate many things about THE SiMS— like 


ParadiSB 


the potked time model that makes every 
‘ action take about an hour of simulated 
time— but all quibbles aside. I'm still sitting 
there every night until 3 3.m. waiting to see 
what happens nexu 

My main gripe is that only one neighborhood can be active at any one time, and I 
don't want my wife reforming all the virtual slobs that reside in my little Hoovervilte. I 
finally solved the problem with ZeBlester Systems Inc.'s GameStazer 
{www.gamefalarer.com). It has a "Swap and Play" feature that lets any number of users 
have their own neighborhoods. When THE SIMS is launched from the GameBlazer inter* 


Jimner's 



are added or removed before 


the game begins, and everyone 
is happy. The trial version lets 
two users esiablish neighbor- 
hoods for an unlimited time, 
white a S20 two-year subscrip- 



GameBIarer works similarly 
with a number of other games, 
like SVSTEM SHOCK 2, BAIQUR'S 
GATE, and HOMEWORLO, with 
support for new titles added 
continually. 

iiisssE”"' 

NOT IN MV NEIGHBORHOOD GameBlazer lets you swap 
' so gamers sharing a computer can each have 



COMPUTER GAMING WORLD 


MAY ROOD 


129 


INSIQE Q AMINS . 




2. Pokimon Blue 


BY THIERRY “SCOOTER” NGUYEN 


Ilnside/iM ljTim 

Smoking Barrel Be Damned! 


Too Many Guns and Nat Enough Fisticuffs 


T here’re too many guns nowadays. Lead- 
shooting guns, energy-shooting guns, 
guns that turn enemies into livestock, 
guns that cause the Inner Macarena to emerge 
from the target. ..it's just guns, guns, and more 
guns. Of course, with "first-person sbootef 
being the driving force behind this 
column, it looks like I wouldn’t 
have any room to complain. 

Where the heck else can 
the genre go? 

One word; 
melee. 

Whether you 
think of me as a 
visionary or a 
hack, you have to 
admit: Guns are 
nice, but they’re 
hardly surprising 
anymore. Everyone 

has variants of gun archetypes such as sniper rifles, 
shotguns, rapid-fire guns, and explosive-rocket guns. 

Other excuses for gun-based weapomy include magi- 
cal spells, psionic skills, or swords/axes/hammers 
that somehow fling miniature versions of them- 
selves toward flunkies. It's time to step away from 
the “trigger a weapon to toss out a projectile" 
and gel back to basics, whether we strip down 
to bare fists or create weapons that call for 
swinging rather than firing. 

Why did 1 even think of melee in the first 
place? Blame a combination of re-watching 
Bruce Lee's Enier The Dragon and reading Stan 
Sakai’s Usagi Yajimbo. Take a look at other media, 
and you’ll find that melee matches often surpass 
gunplay in terms of excitement. The Mathx had a few slick Hong- 
Kong style gunfights and stop-time effects, but the heart of that 
movie was the incredible martial arts scenes, such as Carrie-Ami 
Moss’ acrobatics in the very beginning, or the amazing fight scene 
between Keanu Reeves and Lawrence Fishburne, Swords have 
always provided great entertainment, from early swashbuckling 
Errol Flynn adventures to The Phantom Menace 's two-versus-one 
bout of Darth Maul. Qui-Gon, and Obi-Wan, 

Melee combat seems to elicit both a sense of vulnerabUity and 
finesse. You have to actually get in-youi-face for such scenes, and 
boy. getting kicked in the face sure smarts. The moments when you 
land a blow seem a lot more rewarding than when firing off a gun 
at a distance, which is why the final blow seems more climatic than 
the final gunshot in a movie. On the other hand, guns are essential- 
ly simple aim-and-shoot. If you're about to send me a letter about 
the skill required to fire one, don’t. I've actually fired a few in real 
life, but none of that skill is involved when using a gun in a com- 
puter game. 

The largest obstacle to the use of melee combat is the interface. 
DIE BY THE SWORD was a fine sword-fighting game, but the inter- 
face was way too complicated for most people to grasp, Guns 
model an arm; melee would require a larger range of movement 
and more body parts to model. I imagine that may be the reason 
why the haramer-as-true-raelee idea for QUAKE got scrapped. Right 
now, we'd either have to get more button-friendly, or work on 


being dexterous enough to pull off 
mouse-keyboard combos, Both JEDI 
KNIGHT and HERETIC II did a good job with an easy-to-use yet 
maneuver-filled system of melee combat using mouse and key- 
board, URBAN CHAOS had a workable hand-to-hand system; I 
wished the weapons hadn’t overpowered that aspect. Looking for- 
ward, Bungie’s ONI and Infinite Machine's NEW LEGENDS (by JEDI 
KNIGHT designer Justin Chin, no less!) look to be good candidates 
to tackle the melee task. 

There will always be more shooters with nifty guns that can kill 
while serving you cocktaUs, and I'll still derive the same sick plea- 
sure from sniping some poor halfwit a mile away. Yet, when a game 
offers me the chance to feel the same sense of raw combat that 
either Bruce Lee or Toshiro Mifune felt while engaging their oppo- 
nents. I’m putting the gun down. 


SIM JACKIE CHAN 

GNI's melee combat may 
be just the kick in the 
head the action genre 
needs. 


Scooter’s 

Mix 

1. Developing antisocial athlete 
Max Power to setfuce my Mend's 
single-mother Cherise 
Radoelnovich In THE SIMS. 


3. The new Punisher comic book 
miniseries from the Preacher team 
(writer Garth Ennis and artist 
Steve Dillon). 

4. UNREAL TOURNAMENT 

5. planescape: torment 





To Order: Visit your ■ ' 
retailer or call: , 

1 - 800 - 716-8503 

with Visa/MasterCa'rd SS 
(North America onl^^M 


■ Sixteen 
unique species, 
each with its 
own technology 
tree, combat 
and economic 
advantages and 
disadvantages/ ■ 
and unique AI 
personality. 


strategy game of epic galactic 
yo: exploration, colonization and 
conquest, this all-new Reach for the Stars’ 
builds upon the foundation created by its 
legendary predecessor. Whether you 
choose to dive into the immense range 
of player controlled game parameters or 
simply focus on galactic exploration and 
enemy destruction. Reach for the Stars’ 
promises an immersive and addictive 
strategy gaming experience! 


r:»ic4uaM'< 


More than 30 
ready-to-play 
scenarios, a lengthy 
campaign scenario, plus 
virtually unlimited play 
via the Random Map 
system and powerful 
Scenario Editor. 


Network play wiih simultaneous turns for 
up to 4 Internet players or 6 Network players. 


g . AH itolils regejved-^1939 TLC Multimedia Inc. and Its ainiiales and licensors. 
IcSiudles Group. Windows Is a registered trademark or trademark of Microsoft 
liter countries, All other trademarks are the property of their respective holders. 







Who dares ignore the elves? For comments from the creators of DEUS EX. FALLOUT, 
and SYSTEM SHOCK 2 on this column’s topic, as well as daily RFG news updates, 
check out Oesslock's RPG News at desslock.g 3 mespot.CDm. 


iPBlftDME MMKtB 

161 f hem snihie Blues 


ijeSslack@desslock.cQm 


eis risk running 
into an Ultima 
IX' like problem 
of spending a 
ton of money on 
an engine that 
looks great but 
doesn't work 

well, reducing the likelihood of 
recouping on the investment, 

RPG developers have resort- 
ed to licensing established 
engines, especially since 3D 
engines have become a com- 
mercial necessity. Recently, 
both New World Computing 
and Interplay announced that they would be making RPGs based 
on Monolith’s Lithtech engine. But it remains to be seen if an 
engine developed primarily for action games can be effectively 


I n six years, SSI released nine successive 
Acfvanrxv/ Dungeons & Diagons games using 
essentially the same engine. Nicknamed the 
"gold box” series, the games are still widely 
praised by RPG fans, even though the last game 
was produced in the early 1990s. 

The series certainly proved to be commercially 
golden for SSI. as AD&D fans kept nabbing the 
games off retail shelves almost as quickly as SSI could mass-pro- 
duce them. It's hardly surprising that several RPG creators have 
since vowed to create "the next gold box series." After all, what 
company wouldn't want to defer the sizeable cost of creating a new 
engine, and to consistently release profitable games using the . 
same, proven technology? 

But it’ll never happen again. ' • 

Gamers' expectations have risen to the point where it's impossi- •. 
ble to have another successful series that recycles the same tech- • , 
nology. Recent RPGs that reused their predecessors' engines have •' 
garnered unenthusiastic receptions. Although FALLOUT 2 was con-' 


The Next “Gold 
Box” Series Isn't 
Gonna Happen 


2. Discovering the annoying 
puzzle-based mission design 
of Bungle's otherwise excel- 
lent MYTH. 

3. Lugosi's Dracula and 
Karloff's Mummy and 
Frankenstein on DVD. 


4. Oscar Nomination Blues 
(The Cider House Rules? Gah. 
The overrated American 
Beauty is SO going to win...) 


5. MIGHT AND MAGIC VIU beta 


transformed into a compelling RPG. i i • 

. : The advantages of acquiring a proven engine may be offset by 
the requirement to adapt someone else's technology to fit your . 
game's design. When Valve licensed the QUAKE n engine, the 
developers of HALF-LIFE reportedly had to modify over 70% of the 
code, even though they were creating an action game. Ion Storm’s 
RPGs based upon the QUAKE n engine (ANACHRONOX) and the 
UNREAL engine (DEUS EX) are still not avaOable in spite of their 
prolonged development, even though they started with established 
3D engines. 

SYSTEM SHOCK 2— which used a modified version of the THIEF 
engine— is the only RPG released that uses a licensed engine, and 
it's a largely action-oriented game itself. Its gaming world is also 
indicative of another limitation of most current 3D engines: They 
are incapable of depicting expansive environments. Even though 
the MIGHT AND MAGIC VI engine is dated, it permits dozens of 
enemies to be on-screen at once, and can render wide-open out- 
door environments. Licensed 3D engines may help create more 
beautiful gaming worlds, but those worlds will seem smaller and 
less populated. 

We’re in a strange interim period in computer gaming, when 
spiffy 3D graphics have become necessary for commercial suc- 
cess, and yet 3D-technology limitations are imposing restraints on 
desigu and gameplay, especially for RPGs. While RPG 
developers are understandably struggling with compet- 
nfflH ing demands, genre fans are left waiting for a single 
jjj^H product to finally get it all right. 

HH It's enough to make you nostalgic for a gold box. 


sidered by many gamers to feature gameplay that was as good as 
that in the original, many reviewers were disappointed that the 
engine was virtually unchanged. 

But that doesn't compare to the hostile reception that MIGHT . 
AND MAGIC vn received in Internet newsgroups after using the 
same graphically-dated MMVI engine. And yet, New World 
Computing decided to risk an even harsher reaction by opting to . 
reuse the engine, yet again, for MIGHT AND MAGIC Vm. That deci- 
sion is largely responsible for the game generating only slightly 
more anticipatory buzz than a Pauly Shore summer-comeback flick. 

Unfortunately, RPGs are particularly susceptible to being encum- 
bered by prehistoric technology. While many action games can be 
quickly assembled as soon as the graphics engine is complete, that 
engine is only the preliminary foundation for an RPG. RPGs require 
a more expansive g amin g world, with systems for character devel- 
opment, inventory management, and NPC interaction: there are 
often dozens— if not hundreds— of unique items, weapons, spells, 
and characters. Even if an RPG's engine is initially impressive, by 
the time all the mandatory features have been built in, the engine 
will likely look stale compared to those in the latest shooters. 

So what should RPG developers do?. Ideally, they would have the 
financial backing and skill to develop an engine that suits their 
unique needs. Unfortunately, the costs are formidable, and develop- 



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AZORT Family 




Consumer Graphics Boards Professional Graphics Boards Modems I Multimedia Accessories 


Some Frightening Numbers in 
the PC Sports Game Business 

S tadium sports get the hard squeeze 
on the PC platform, where hunting, 
golf, and fishing games accounted for 
close to 70% of total PC sports-game rev- 
enue for 1999. Inside Gaming is almost 
afraid to pubiish these numbers — we're 
afraid that sports game companies will 
see them and get out of the game entirely. 



The Great American PasHmeP 


Source: PC Data, Inc., Reston, VA (703) 435-1025 


Sport 

Unit share 

°t ol total SS 

Hunting 

43.1% 

38.7% 

Golf 

15.3% 

19.8% 

Football 

7.2% 

9.1% 

Fishing 

9.5% 

7.7% 

Baseball 

5.4% 

5.8% 

Basketball 

3.7% 

4.2% 

Hockey 

3.1% 

4.4% 

Pool 

2.7% 

2.0% 

Soccer 

1.3% 

1.6% 

Wrestling 

1.9% 

1.5% 

Rodeo 

1.2% 

1.2% 

Bowling 

1.9% 

1.1% 

Winter Sports 

0.2% 

0.2% 

Skiing 

0.2% 

0.1% 

Boxing 

0.1% 

0.1% 

Other Sports 

2.8% 

2.4% 



T he fantasy baseball saga that 
began almost a year ago ended 
with a huge upset a four-game 
sweep, and the crowning of the first 
ever champion of the CGWHHBL the 
Computer Gaming World \\\Q\\ HEAT 
Baseball League. After more than 700 
games played and simmed, the now- 
legendary league opened the playoffs 
with Chris Lombardi's miracle Angels 
pitted against Robert Coffey's Yankees, 
and George Jones' Red Sox matched 
against Dave Salvator's Indians. 

In the first round, the mighty Red 
Sox machine handled the Indians 3-1 
in four closely-contested games, 
while the upstart Angels— who 
weren't given a chance against the 
Yanks— pulled off the upset of the cen- 
tury by shocking a Yankees team that 
thousands of fans considered to be 
unstoppable. 

In the division finals, however, 
Jones' Boston squad pulled off a four- 
game sweep of Lombardi's Angels. 
Although three of the four games were 
tightly contested, the Sox proved to 
have too much power lor Anaheim's 
beleaguered pitching staff, winning 
each of the last three games with criti- 
cal, come-from-behind home runs. 

Rumors that Jones was allowed to 
win the title because he is "our boss" 
were quickly squelched by league 
publicists, who are eager to begin pro- 
moting the sophomore season of the 
CGWHHBL 


i George’s 
Mix 

j 1. THE SIMS 

■ 2. Turn of the Century 
by Kurt Anderson 

3. HIGH HEAT 2001 

4. Programming my 
own personal radio 
station at 
www.launeti.cofn 

5. Darwin's Radio 6/ 
Greg Bear 


Diamond Legends Online 

T he one problem with the current batch of PC baseball titles (see our preview on page IK) is that they 

don't let us play with classic players. We can't draft a team with Babe Ruth, Johnny Bench, or Sandy ' ^ 
Koufax on it. Foxsports.com is partially fixing this with DIAMOND LEGENDS, their new online fantasy- 
baseball sim. ■■.-(^ 1 ' 

DIAMOND LEGENDS allows you to draft from a huge roster of baseball legends and perform the usual range 
of fantasy league management— setting up starting lineups, pitching rotations, and batting orders. You can 
also try to create some home-field advantage by "drafting" one of over 65 home ballparks, including old- • . ' 
school stadiums such as the Polo Grounds. 

One big difference in this fantasy league is that DIAMOND LEGENDS will actually simulate each game on 
the schedule. This means that would-be Earl Weavers can specify all sorts of aggression levels for their 
teams, from how soon their relievers will enter games to how often a team will hit-and-run. You can also 
specify individual tendencies for certain players; a Ty Cobb can be told to be more aggressive on the base 
paths than your overall team setting, or certain pitchers can be made more conservative, depending on 
who's at bat 

The only drawback in our minds is that in order to join a league, you have to pay $50. Plus, you get 
charged SI on any day you make any sort of transaction. But for some of us, that's a small price to pay to be 
able to engage in the ultimate fantasy league. 

Check it out at fox.diamondlegends.com. 


Inside Sports Solution Department 


I n NHL 2000, when the score of the game is being dtsptaVed in the upper left- 
hand corner, occasionally the name of one or both of the teams turns red, 
along with the score. I can't figure out what this means and have been unable 
I to find the answer on the Net. 

— Steven Go 

Steven, we asked Dave Warfield, the Producer of NHL 
2000. Here's his answer: 

The team names turning red in the score clock are indicators that the teams 
are frustrated and/or angry, and someone may be dropping the gloves soon. This 
would be a good time to get your enforcer on the ice. 


f 


€ 




MAY 2000 • cgw.gsm 


' COMPUTER GAMING WORLD 




igine /\clvent 
f the World ^ 


TM 


In the northernmost reaches of the Forgotten Realms’ lies the frozen region known as Icewind Dale. ^ 
‘4 Journey deep into the Spine of the World mountains, a harsh and unforgiving territory teeming - 
with fearsome and merciless beasts. There you must confront an ancient evil that t if' 

, threatens to unleash an unspeakable horror upon the face of Faerun. 


R eal-time combat lusinji the Baldur’s Gale adaplalion of Ihe Advanced 
Dungeon.-; and Dragon's’ game system. Hattie Ice Trolls, Giants, and 
hordes of terrifying Lhidead - over 70 types of new inoii.slers to put your 
valor to the test. 


A dventure through a wide range of breathtaking environments and 
beautifully rendered, .scrolling terrain. E.xplore the region known as 
Icewind Dale, from magnificent temples and ancient ntins, to volcanic 
caverns and icy plains. 



Icewird Dale fi 2000 Inlerp^y Esltrlainnwil Corp. All Rights Reserved. The BiowarslntlnityEngii)oei99a-19}9BlciwareCoip. All Rglits Reserved. IcavnndOale, FORQOTTEN REALMS. Ihe FORGOTTEN REALMS logo, ADVANCED DUNGEONS & DRAGONS, Ihe ADSDUgo, 
Baidvis Gale. TSR and the TSR logo ere liedeneiu ot TSR, inc.. a eU>sldiary ot Waards of ihe Coesi. Inc., and ere used by Interplay iiiMer license. Bieck Isle Siixtos and the SlacK Isle Stodios logo are Irademarhs d Inlei^ay Enteitainmeni Corp. The Sioware Infinity Engine and 
the Bioware Inflnity Engine logo are bademarks cf Bloware Corp. Exclusively licensed and dstribuled by Interplay Enlerlalnment Corp Ml olher trademarka and copyrights are proporty ol their respective owners. 



INSIPB BAMIIM P^ 


136 




COMPUTER GAMING WORLD 


MAY 2000 


Inside 


iiMULJirioNS a spaci 


BY GORDON BERG 


Gordon 
I Get 
Online or 
Get Lost 


The Joy of Multiplayer 

S ince this edition of CGW details the latest offerings in WW n 
online aviation, I thought it would be fitting for this month's 
column to touch on multiplay as well. Of course, I realize that 
most of you have never known anything but the solo flight. Simply 
compare the relatively-bigh sales figures for popular flight sims 
with the relativelydow number of you actually found flying and 
fighting online, and you’ll see what I mean. 

(And such a comparison is nothing new, really— 
the same point has long been made regarding 
other genres that prominently feature multiplay- 
Seys Get er gaming.) 

^ Things are changing, though. Even if your 

reclusive ways have kept you from shooting at a 
live opponent so far, your choice of Al-controlled 
computer opponents will dwindle in the years to 
come, llnsert 
favorite "flight- 
sims are dead” arguments here, fol- 
lowed by standard "all genres are 
cyclicai" retort.] 

Like it or not, more and more mul- 
tiplayer sims ate stated for our imme- 
diate future. For example, a promi- 
nent Sim developer had plans with 
more than one publisher to do vari- 
ous sequel projects and follow-ups 
related to the kinds of sims that 
please the flight-sim community at 
large. He ultimately saw all of his 
contracts cancelled. It turns out that 
the only way he could get funding 
for any kind of venture was if it was 
based on a massively-multiplayer 
model. As he once told me, "Every 
publisher and investor is willing to 

spend a lot of money on anything online, no matter what. So while a 
'packaged flight sim’ is considered very 'high risk' and no one is 
willing to spend a dime on it, they are more than willing to throw 




grognard@concentric.net 


sims competing for your dollar. Glass 
half-full drinkers are now thinking, 

"Having so many choices can only ben' 
fit the consumer," while those of the 
half-empty persuasion ponder, “Great. These multiplayer WW n 
sims will cannibalize each other, just like all those boxed retail ver- 
sions of the WW II European theater a year and i half ago." 

Personally, I wouldn't necessarily mind an all-multiplayer future if 
it turns out that way. I spend more time flying sims online than 
offline, for one very simple reason: the social factor. In-game voice 
chat utilities like Roger Wilco have forever changed my online expe- 
riences, and the next version of DirectX is going to incorporate the 
similar function of Battlefield Communicator for free. So if multi- 
player-only ends up being the only way I can fly a next-generation 


If you've never given 
online flying a chance, 
you’re really missing 
out. Therefore, your 
mission this month is 
to get your butt up 
into the virtual air and 
to engage, or coopera- 
tively fly with, another 
human, Take baby 
steps first. Try your 
favorite offline sim 
online for a change, 
sudh as EAW via 
Microsoft's Zone.com, 
or USAF over at Jane's 
Combat.net 
(wvin«.Jane8.ea.com). 
Then find a pay service 
that sports a huge 


'‘liinijr into the senry online siiii y/orld at places i 


Gordon’s 

Mix 

1. All of the online 
- WW II sims 

2. FIGHTER 
SQUADRON: 
SCREAMIN DEMONS 

f - OVER EUROPE 
(w/Plane Pack 5.3) 

\ ■ 3. RED BARON 3D 
(w/Beer/s latest 
effort) 


I S. DVD rentals from 
Netflix.com 


even more money at an 'online flight 
sim,’ just because it's online. It’s really 
screwed up." 

Consequently, there will soon be at 
least seven different WW II online-only 


multiplayer arena and look for a free trial membership. (I think 
these large games are the most fun, so no excuses!) Try out one of 
the real-time voice utilities if you can. Then, report back to me with 
your experiences. Was it a positive encounter, or did it royally suck? 
Easy to get up-and-flying, or a major pain in the ass? If enough of 
you write in, maybe a trend can be spotted and we can “discuss." 
Otherwise, I'll just end up forging the letters myself, and you don't 
want that on your conscience. 


When not engaged in aerial maneu- 
vers, Gordon Berg works as a network 
administrator for a non-profit social 
services organization. 


You can have my Thrustmaster when you 
pry it from my cold, dead fingers. . . ^ 


W hen it comos to joysticks, everyone's got a favorite. Getting someone to switch 

over to a new brand is tantamount to askirrg thorn to change their religion, politics, J| 

or operating system. Personally, I’ve always been a CH boy myself, but I sympathize ~ 
with the Thrustmaster faithful. Needless to say, it didn't go over too well when the TM high-end 
line of joysticks was discontinued, thus ensuring no more commercially available F-22 Pros, FLCS 
sticks, or the ever-popular TQS throttles. (Indeed, high-end Thrustmaster HQTAS gear has become quite 
the hot ticket on the auction sites. Contributing editor Loyd Case sold a set for S400t) So, in this day 

and age of digital USB connections, what’s a poor Thrustmaster (er, now Guillemot) l| 

user to do with their aging analog sticks? Glad you asked. Head over to Bob B 

1 ^ Church’s site, www.stickworks.com (of CTFJ utility fame), and read up on 
the SWF22 Digital Upgrade Kh. Essentially, you install a new chip into 
your gear that allows for digital-mode operation under Windows, 
improved stability, and increased functionality. ^ 



Technology is a playground. 



Reviews | Shopping | Business Help News Investing GameSpot | Tech Life Downloads Developer 


We've come a tong way since Pong created the digital playground, haven't we? On ZDNet. youTt find the 
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lime ol order. Oiler good on in-slock sollware only, while supplies Iasi. 
Limit 2 per cuslomer. Valid through April 4, 2000. 

SPEND $60 IPanzer 44 CD. Spaceward Ho! CD, Total Mayhem CO, Virus CD I 

SPEND $100 Command & Conquer CD, Dark Earth CD, Shadow Warrior CD 

SPEND $200 7lh Guest 2 CD, Prelude to Waterloo CD. Under a Killing Moon CD, 
Warlords 3 CD j 

Visa, MC & Discover accepted. Checks held 4 weeks. Money Orders under S200 same as cash. COD S8. Price, release, avaitabilily, shipping limes j 
8 offer not guaranteed 8 are subject to change at any time. Hardv/are may require added S8H. Within 10 days defectives repaired or replaced at 
our discretion. After 10 days the manufacturer's warrantee applies. All sales final. S&H calculated on a per order, per shipment, and per item basis 1 

ThS-nflmrrlprThar/neid-harnprinnf-pnPfarrlflrnlarorl th»-nflrlto-n-,-ha,/.o -• k p 

is Charged once for mcJi ilem^ ordered and the ^per' sh|P™nf cha^rge is 

will be allocated to a 1 2 issue subscription to (Computer Games Strategy Plus. 
Call tor deLiils. i 

SlanOzra Piionly E>pi«s5 Svo'ess M.ul To Mjil lo 

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PetOrdar SI 00 $2 00 $2 00 SZ.OO ^2.0D (zoO 

Pe/Shioniam $1,25 S1 00 $500 $13, OD $2,00 $2,00 

Paillani $0 75 SI 00 $1,00 $2,00 $2,00 SBDD 


Hot Deals! 

Tomb Raider 4 PC $28.95 
Dirt Tirack Racing PC $19.95 
Unreal Tournament PC $29.95 
Jagged Alliance 2 PC $16.95 


Steel Panthers 4 PC $42.95 

Allegiance (online) PC $34.99 

BalduHs Gate 2 PC $42.95 


'WARCRAFT Ilf Wage war in a 
world with monsters, neutral 
towns, & strongholds. Six races lo 
command including Ores, Humans 
& Demons, each with unique units, 
magical abilities & v/eagons. 
Customize tile sels, quests, mission 
objectives, unit types, Al. attributes, 
special abilities, spells. & more. 
Expanded options over Gattle.net 
include more players per game & 
multiple game types. 

Blizzard (Strategy) 
Release: 6/00 
PC CD 


ROLE PLAYING | [ BOARD GAMES | 


'HARPOON 4' With all the depth 
and detail ot It s predecessors plus 
gorgeous 30 graphics that bring 
Naval Tactical Combat to life: this 
30 combat simulation has It all. 
Over 250 modern ships, sub- 
marines, aircraft & ground forma- 
tions from 14 countries, 'super 
ships' options and a Scenario 
Editor for unlimited gaineplay are 
only a handful ot the many features 
In Larry Bond's Harpoon 4. 

Mindscape (War) 

4 ^^ 


'ICEWINO DALE’ A single, or multi- 
player, RPG set in the Forgotten 
Realms. The game focuses more on 
classic dungeon adventuring than 
on an overland ouest. Features 
AD&D second edition rules, more 
than ten new. major, areas as well 
as several smaller locations to 
explore, and over 50 dungeon lev- 
els. Explore ice-tilled mountain' 
passes, geothermal cave systems, 
haunted Elven ruins. S more. 

Interplay (Roleplaying) 
^ Release: 5/00 

PC CD 


www.chipsbits.com 
or cail 1-800-699-4263 


Source Code 11250 


COMPUTER GAMES: STRATEGY 


I COMPUTER GAMES: ROLEPLAYING COMPUTER GAMES: 


AnaciitoDox 

AsheiOh'sCall 11/99 

Baldis Gate Tale Swril Csi05/99 
BaidursQaie 12/98 

Blare & Blade 
Clans 

Dark Slone 


04/00 


S34.9S 
$44.99 
S18.99 
$24.95 
$25.99 
$1999 
$29 99 


Odium 

PianescaDe Torment 
Rage of Mages 2 
Revena nl 
Seplerra Core 
Shattered Light v.vBooii 
Slone keeo 
Swords & Sorcery 
Sv/ords ol Heroes 
Techno Mage 
The Summoner 


11/99 $39 95 101slAlrborneNor(rand/10/98 $14. 
12/99 $39 
10.'99 $22 
lO-bS $29 
11/99 $37. 


11/95 $12 9 
01/00 $48 9 
01/00 S42 9 
02AD0 S39.9 
02A30 $42 9 


12 O'clock High 
AidedeCamD2 oi/98 

Batllegind Anlieiari 11/96 

Baltlggrhd Bulge 10/96 

Baltiegrnd Bull Run 05/97 

BatllgrndS Chickmgua 01/99 
CloseComhatd 11/99 

Close Combat Trilogy 0999 
Code Name Eagle 03/00 
Combai: Opetaiion Vici 07/99 
2 04,99 


Fioblinp SI 
Final Lihstaln WHm 40K 
Great Battles Caesar 
Great BattlsAleindr 
Great Bttles Hannibal 
Horse and Muskel 
Man ol War 2 
Uapoleoh in Russia 
Op Art Wr2ftShKsv0 


'VAMPIRE: THE MASQUERADE- 
REDEMPTION' Is based on the pop- 
ular tabletop role-playing game. 
Before your fall, you led a crusade 
against evil. Now you've become 
one of the undead creatures you, 
batlled-a Vampire. You must lace a 
brutal confrontalions with 
your nemesis, Vukodlak, a powerful 
vampire lord. Multiplayer features 
include co-op play, & the option to 
play as the hunter or hunted. 
Acllvislon (Roleplaying) 
Release: 5/OQ 
PC CD 


06/99 $32.95 
11/97 $12,95 
03/98 $14.95 
06/97 $14.95 
11/97 $14.95 
01/00 $39.99 
06.99 $29 99 
0597 $17.95 
1099 $1896 
0pAnV/r2 Elil6£d 01/00 $42 95 
Op Art Wr EP 2 Cish Egls 01/00 $42 95 
OperArtWarEjrpPkl 0299 $1995 
OpnnlAnWr2UdnWr 05 99 $39 95 
Pacihc General Budget 0798 $3 99 
Panzer Cmpns Smolensk 410190S34 99 
Panzer Gen 30 Assault 1099 $29 99 
Panzer General 2 w/Gde 0599 $18 99 
Rising Sun 
Shogun: Tola! War 
Sid Meier's Geitysbrg 
Smolensk to Moscow 
Steel Panlhers 4 


I'REACH FOR THE 
I STARS’ Turn-based 
I strategy ol galactic 
I exploration, colonization 
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I immense range of player 
I controlled game parame- 
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I enemy destruction. 
I Features more than 30 
I preset scenarios, 16 
I unique species, a diplo- 
I mafic system, network 
I play, a powerful scenario 
I editor and tactical com- 

I bat. 


1 CHIPS I 


cawsdopj 





ADVERTISER INDEX 




BDIx 

3Dfx 

24-25 

3D0 Company 

High Heal Baseball 200t 

32-33 

300 Company 

Army Men World War 

54-55 


Might & Magic VIII 

71,73, 75, 77 


Sammv Sosa Sollball 

91 

9B9 Studios 

EverQuest 

34-35 


Star Trek Voyager: Elite Force 

69 

AlCS 

Distance Education 

142 

Allenware 

Ultra Fast Gaming Machines 

12 

Blizzard Entertainment 

Diablo II 

4-5 

Chips & Bits 

www.cdmag.com/chips.hlml 

138-139 

Codemaslers 

Colin McRae Rally 

111 

Creative Labs 

Sound Blaster! 

107 

D-Link 

D-Link Networkino Kit 

127 

Dell Computer Corporation 

Dimension & Inspiron Linos 

C3-C6 

EA Sports 

Need for Speed 5; Porsche Unleashed 

60-61 



40-41 

Eidos Interactive 

Deus Ex 

50-51 


Hitman 

10 

Eidos Interactive 

Thief II: The Melal Age 

20-21 

Electronic Arts 

The Sims 

14-15 


The Sims (Rosier) 

97-100 


Erazor X 

133 

Falcon Northwest 

Talon 

123 

Game Cave 

www.eipre88.com 

141 


Unreal Tournament 

56-57 


Imperium Galactica 

26-27 

GT Interactive 

Team Alligator 

B7 


Baldur's Gale II 

2-3 

Interplay Productions Inc. 

Evolva 

6-7 

Interplay Productions Inc. 

Icewind Dale 

135 



28 

LucasArts Entertainment Company 

Slar Wars: Force Commander 

6-9 


Allegiance 

22 


Slar Lancer 

30-31 


Motocross Madness II 

48 


Midnight CD 

142 

Red Storm Entertainment 

Rogue Spear Mission Pack: Urban Operations 

113 

S3 

Monster Sound 

117 

S3 

Vperll 

62 


lOsix 

44-45 


Ground Control 

C2-1 

Sierra On-Lino 

Homeworld Cataclysm 

16-17 


Throne of Darkness 

66 


Arcanum 

93, 95 


Pool of Radiance 

18-19 

SSI (Mattel Interactive) 

Earth 2150 

78-79 


Warlords Baltlecry 

108-109 

SSI (Mattel Interactive) 

Reach For The Stars 

131 


Pre-Orders/Ncw Releases 

115 

Yamaha Corporation of America 

Speakers 

121 





CHAIB«H4r< <WD CEO 

ERIC HIPPEAU 

CHIEr FINANCIAL OfflCBB 

TIMOTHY C. D’BfilEN 

IP tVtMT« 

JASON E. CHUONOF5KY 

ZD COBPOBBTC OPtH*TIOm 

TERRI HOLBROOKE 

ZO PUBtllHINO 

MICHAEL S. PERUS 
DAN ROSENSWEIG 

ZO tOUCATION 

TERRY NULTY 

■ IWIOH Vice PBE8IOEWIB 

J. MALCOLM MORRIS, GENERAL COUNSEL AND SECRETARY 
DARYL R. onE, DEVELOPMENT ANO PLANNING 
CHARLOHE RUSH, CORPORATE MARKETING 

MARK MOYER. CONTROLLER 
STUART SIMON, TAX 
THOMAS L VI/BIGHT, TREASURER 
TRACY MITCHELL, HUMAN RESOURCES 
JAMES RUST, INFORMATION TECHNOLOGY 
MARYLOU BERK, CORPORATE PROGRAMS 
LEE FELDMAN. BUSINESS DEVELOPMENT 
BARBARA LYON, MARKETING COMMUNICATIONS 
ELDAVALE, CORPORATE RESEARCH 

NANCY NEWMAN, EXECUTIVE VICE PRESIDENT 
AARON GOLDBERG, EXECUTIVE VICE PRESIDENT 
RITA BURKE, SENIOR VICE PRESIDENT 
SCOTT MURPHY, VICE PRESIDENT CORPORATE SALES 


PBEPIDeWT 

MICHAEL S. PERLIS 


JACK OOLCE (THE ENTERPRISE GROUPl, TDM MCGRADE (ZD PUBUSHING 
MANAGEMENT), MICHAEL J, MILLER (PC MAGAZINE), JIM SPANFELLER 
[YAHDOl INTERNET LIFE) 


PETER LONGO [PUBLISHER PC MAGAZINE) 

ALAN PERLMAN (PUBLISHER. INTERACTIVE WEEK) 


JOHN DODGE (EDITOR PC WEEK), G BARRY GOLSDN (EIC, YAHOO! 
INTERNET UFE], ROGER HERRMANN (PRODUCTION), TDM JONES 
(PUBLISHER, COMPUTER SHOPPER], ERIC LUNDQUIST (EIC, PC WEEK], 
BILL MACHRONE (EIC ZO PUBLISHING MANAGEMENT). JIM MANNING 
[INTERNATIONAL S INTEGRATED SALES DEVELOPMENT), CHARLES MAST 
(CIRCULATION), ROBIN RASKIN (EIC, FAMILY PC], SLOAN SEYMOUR 
[PUauSHER, PC WEEK), PAUL S0MER5ON (VP, EDITORIAL DIRECTOR PC 
COMPUTING), DALE STRANG (VP, VGG), PAUL TUflCOTTE [PUBUSHER 
YAHOO! INTERNET UFE) 

VP AND GENERAL MANAGER. MARK VAN NAME 
CHIEF TECHNOLOGY OFFICER, ZO LABS, BILL CATCHINGS 
DIRECTOR ZOBOP, ERIC HALE 
DIRECTOR ZD LABS, LAUREN BLACK 

CORPORATE »«LEg 

EXECUTIVE VICE PRESIDENT, NANCY NEWMAN 
SENIOR VICE PRESIDENT, RITA BURKE 
VICE PRESIDENT CLIENT MARKETING, MICHAEL PERKOWSKI 
VICE PRESIDENT CORPORATE SALES, SCOTT MURPHY 


COMPUTER GAMING WORLD (ISSN 07A4-66S7) IS PUBLISHED MONTHLY 
BY ZIFF^JAVIS. COPYRIGHT © 2000 ZIFF-DAVIS. ALL RIGHTS RESERVED, 
MATERIAL IN THIS PUBUCATION MAY NOT BE REPRODUCED IN ANY 
FORM WITHOUT PERMISSION. CONTACT ANYONE ON THIS MASTHEAD 
VIA E-MAIL USING FIRST NAME LAST NAME97D.COM 




ZIFF-DAVIS 


COMPUTER EAMING WOflLQ IS NOT ATEIllATEa WITH IDG. 



AUDITED 



COMPUTER GAMING WORLD 







NAIKEIPUKE 

Contact Account Executive: Tallie Fishburne (South) at 415.357.5226; tallie_fi5hburne@zd.com or 
Joann Casey (North) at 415.357.4920; joann_casey@zd.com 



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COMPUTER GAMING WORLD * MAY 2000 





(niami o PaMiMjCitji^eujJ^pr ° Philidelphia « lllashmntnn fir^San iiiRii* 




EVER. Upr 





by Jeff Green 


My Job Does Not Suck 

□n I’m Sorry This Column Is LatE Again and Please Don't Fire Me 



I am not a cranky guy. Really. I enjoy life, when not 
sober, and I like my job a lot— especially on 
Mondays when George brings donuts. But when I 
look back on what I’ve written in this magazine lately, 
both on this page and in various reviews, I see nothing 
but whining and complaining — broken up by the occa- 
sional bit of narcissism and self-congratulation. 

Such crankiness might be understandable if I were 
working for, say, Proctology Today magazine, or Fungus 
World. But dangit, these are computer games— this is 
supposed to be fun. Of course, when you look at what 
I’ve had to write about, my bad mood becomes much 
more understandable. 

The last three games on my plate have been ULTIMA 
IX, CRUSADERS OF MIGHT AND MAGIC, and INTERSTATE 
82 — a veritable Larry, Curly, and Moe of computer gam- 
ing incompetence. One more game as bad as these, and 
I might have reapplied for ray previous job testing 
modems for the Mac. Or the job before that, dancing 
naked to cowboy music. 

So I have decided to change course this 
month. To fight back, as it were, and accentu- 
ate the positive. To remind myself how good I 
have it here. What I present to you this 
month, for your sake and mine, is a list of all 
the cool things about working at Computer 
Gaming World. Those of you who have always 
suspected that this job is ridiculously easy 
and fun— here's where I come clean. I know 
that in the past I've whined about how hard 
it is, how much pressure is on us all the time, how little 
we get paid. But, honestly, that was just a cheap ploy to 
elicit sympathy email from attractive women. In truth, I 
love my job. Here's a few reasons why. 

Free games. 

Big surprise, huh? Yeah, this will never get old. I've 
been here for over three years, and I still get as giggly 
as a little girl when the new pile of games arrives. True, 
I'm always as giggly as a little girl, and sometimes I like 
to dress up and call myself "Princess Sissypants," but 
that’s not really any of your business, is it? 

No need for discipline, maturity, or self-control. 

Imagine recess at nursery school. Then imagine all the 
kids on five espressos each. Add to that a roomful of 
games and no adult supervision. This is Lord of the 
Flies, with paychecks, 

A chance to mingle with gaming gods. 

Not to brag or anything, but I’m on a first-name basis 
with some of the greatest game designers on the plan- 
et: Sid, John, Will, Derek, Lord— the list goes on and on. 
Someday I'd like to meet those people for real, but until 
that day, I continue to have the most amazing personal 
conversations with their lifesize cardboard cutouts in 


ray basement. Now, if only my mom would stop inter- 
rupting me! 

A chance to watch Scooter grow up. 

Go look at this guy's picture in the Inside Gaming sec- 
tion. What is he, 12 years old? Does any other magazine 
have an editor on staff with a milky bottle? Seriously, 
the chance to help mold and shape Scooter makes me 
understand how Dr. Frankenstein must have felt. By the 
time we’re done with him— no “dating" or "going out- 
side" or "having a life" for Scooter!— my fellow editors 
and I will have transformed this once-promising young 
man into something we can be proud of: the world’s 
ultimate gaming dork. 

Scaring people in the elevator. 

Our office is in the Bechtel building. I don’t know who 
those people are or what they do, but they look serious 
and I don't think they play games. They wear sunglass- 
es indoors and they don't smile. They might be working 


with aliens. In any case, imagine what is going on in 
the head of the poor sap who steps into the elevator on 
his way to the meeting in Block 7G, only to be confront- 
ed by a clan of disheveled misfits, shouting things like: 
"Only wussies use sniper rifles. Use the flak cannon 
instead — you can easily mow everyone down in sec- 
onds!" or "Last night BeJJa kept peeing in my living 
room! And her husband kept trying to kiss me!" 

No perceivable line between work and play. 

Let me guess, there is someone in your home who 
thinks you waste too much time on games. I hear you, 
brother. Before I worked here I was just another 
oppressed gamer, trying to get his daily fix while get- 
ting yelled at to do things like clean the house, pay 
attention to loved ones, or bathe. Now I have the built- 
in, socially-sanctioned excuse of having to "work.” As a 
matter of fact, as far as my wife knows. I’ve been work- 
ing on the HEROES OF MIGHT AND MAGIC III review for 
nine months now. Please don’t tell her. I'm begging you. 
I've worked too hard to give it up now. 

Jeff would like to dedicate this month's column to one 
of his childhood idols, Mad magazine's late, great Don 
Martin. Send email to jeff_green@zd.com. 


^The last three games on my plate have been 
ULTIMA IX, CRUSADERS OF MIGHT AND MAGIC, and 
INTERSTATE 82 - a veritable Larry, Curly, and Moe 
of computer gaming incompetence. 


Computer Gaming World (iSSN 0744-6667) is published monthly by ZD Inc. 26 E. 2Btli Street, New York, NY 10016, Subscription rale is $19,97 for a one-year subscription (12 issues). 
Canada and all other countries add $16,00 for surface mail. Postmaster; Send address changes to Computer Gaming World, P.O. Box 57167, Boulder, CO 80328-7167. Canadian GST legis- 
tration number is 89371 0442 RT. Canada Post Internalionaf Pub's Mail Product (Canada Distribution) Sales Agreement No. 1050649, Periodicals postage paid at New York, NY 10016 and 




dell calls it 
"at-home service 
luckily, that’s 
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my computer 
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Dell” desktops received an "A" rating 
for service and reiiability for the 
4fh consecutive year.* 


DELL" DIMENSION " Lssor j 


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Any computer company can offer you service and support. 
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"Moiitlil, payiirerits based on 13.99'',. APB, APB FOB OUALiplEO CUSTOMEBS VARIES BV CREDITWORTHINESS OF 
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limited or offer may vary in other stales. 

* PC Magazine, 7/99 





bringing great 
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INTEL PENTIUM' III PROCESSORS with speeds up to 
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■ 52WHr Lithium Ion Battery 

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■ MS' Works Suite 2000 

■ MS' Windows* 98, Second Edition 

■ 3-Yr Limited Warranty' 

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■ 32MB SDRAM 

■ 4.3GB' Ultra ATA Hard Drive 

■ 15" (13.8" vis) E550 Monitor 

■ Intel* 3D AGP Graphics 

■ 40X Max CD-ROM Drive 

■ SoundBlaster 64V PCI Sound Card 

■ PC Speakers 

■ V.90 56K Capable' PCI DataFax Modem 
for Windows* 

■ MS' Works Suite 2000 

■ MS* Windows® 98, Second Edition 

■ 3-Yr Limited Warranty' ■ 1-Yr At-Home Service' 

<t ^OO ^T5kAslowa3$22/Mo.,for4SIV1os.’' 
. 4 )# WW '*^£-VALUECODE;89745-500407 


DELL” DIMENSION" xpST700r 


High Performance, Great Value 

■ Intel* Pentium' III Processor at 700MH2 

■ 64MB SDRAM ■ 20GB' Ultra ATA Hard Drive 

■ ATA 66 Controller Card 

■ 17" (16.0" vis, .28dp) E770 Monitor 

■ 16MB ATI RAGE 128 Pro 

■ 48X Max CD-ROM Drive 

■ Turtle Beach Montego' II ASD"" 320V 
Sound Card 

■ Altec Lansing' ACS-340'" Speakers with 
Subwoofer 

■ V.90 56K Capable' PCI Telephony Modem 
for Windows’ 

■ MS' Works Suite 2000 

■ MS' Windows' 98, Second Edition 

■ 3-Yr Limited Warranty' ■ 1-Yr At-Home Service' 

<t 1^00 r5fcAslowii5S4iyMo..tnr48Mos!’ 
^ W VVe-VALUE CODE: 09745-50041411 


Affordable Desktop Solution 

■ Intel' Pentium* III Processor at 550E MHz 

■ 64MB SDRAM 

■ 4.3GB* Ultra ATA Hard Drive 

■ 15" (13.8" vis) E550 Monitor 

■ Intel’ 3D AGP Graphics 

■ 40X Max CD-ROM Drive 

■ SoundBlaster 64V PCI Sound Card 

■ PC Speakers 

■ V.90 56K Capable* PCI DataFax Modem 
for Windows’ 

■ MS® Works Suite 2000 

■ MS’ Windows* 98, Second Edition 

■ 3-Yr Limited Warranty* ■ 1-Yr At-Home Service' 

<t QOO Aslowa5S25/Mo.,far4BtVlos." 
. 4 ) 0 ^ iT ^ E-VALUE CODE: 89745-500409 


DELL" DIMENSION" XPSBsoor 


Cutting Edge Technology 

■ Intel’ Pentium* III Processor at 800EB MHz 

■ 128MB RDRAM ■ 30GB' Ultra ATA Hard Drive 

■ 17" (16.0" vis, .24 -.25AG) P780 FD 
Trinitron’ Monitor 

■ 32MB NVIDIA geFORCE 4X AGP Graphics 

■ NEW 12X Max DVD-ROM Drive 

■ SB Livel Value Digital 

■ Altec Lansing' ACS-340'" Speakers with 
Subwoofer 

■ V.90 56K Capable' PCI Telephony Modem 
for Windows' 

■ MS’ Works Suite 2000 

■ MS’ Windows* 98, Second Edition 

■ 3-Yr Limited Warranty' ■ 1-Yr At-Home Service' 

<i*O^00 4n5fcA5lowosS68/Mo..lor48MGs;' 
^ W ^^E-VALUECODE:89745-500426c 


DELL™ UPGRADES: 


SOFTWARE & PERIPHERALS 


Printers: 

■ HP' OfficeJet' T65, add S499 

■ HP’ DeskJet* 970Cse, add S399 

■ HP’ DeskJet’ 952C, add S299 

■ NEC Superscript 870, add S285 

■ Epson Stylus Color 860, add $199 

■ Epson Stylus Color 740, add $149 
Scanners: 

■ HP' ScanJet' 6300Cse, add S399 

■ HP* ScanJet* 4200Cse, add $179 
Power Supply; 

■ APC Back-UPS Office 400, add $99 
Software: 

■ Family Fun 5-Pack, featuring Roller 
Coaster Tycoon."'* add $99 


SERVICES 


Service Upgrades: 

■ DeiT" Dimension'" Premier 3-Yr At-Home 
Service', add $99 

■ Dell" Inspiron’" 3800 Notebook 

3-Yr Next-Business-Day On-site Service,' 
add $149 

Payment Solutions; 

■ Dell'" Platinum Visa Card 

• Dell" 48 Month Purchase Plan’' 

■ Dell'" E-Check 

(automatic checking withdrawal) 

Internet Service; 

■ 1-Yr Dellnet" Internet Access’* with 20MB 
of Online Access Backup,'' add $99 



Pentium*/// 


'incliities 150 hrs./iiiniith, plus 
SI .50/hr. {or fraction) over 150 hours. 
#800/888/877 access charged 
S4.95/lir. extra. Excludes taxes and 
telephone charges. Additional 
Sl.OO/hr. surcharge in HI and AK. 
''Monthly payments based on 
13.99% APR. APR FOR QUALIFIED 
CUSTOMERS VARIES BY CREDIT- 
WORTHINESS OF CUSTOMER AS 
DETERMINED BY DELL FINANCIAL 
SERVICES L.P. Taxes & shipping 
charges extra, and vary; they are 
tine with 1st payment unless 
included in the amount financed. 
Purchase Plan from Dell Financial 
Services L.P. to U.S. stale residents 
(including D.C.) with approved 
credit, excluding AR and MN resi- 
dents. Availability may he limited or 
offer may vary in other states. 

'Prices, specilicalions, and availahility may 
chanpo without notice. Toxos and shippinp 
charges extra, and vary. Cannot be combined 
with other offers or discounts. U.S. only. ‘For a 
copy of Guarantees or Limited Warranties, 
write Doll USA LP., Alin: Warranlias, One Doll 
Woy. Round Rock, Texas 78682. 'At-Home 
01 on-siiD service provided via third-oarty 
contract with customer. Avaiiability varies. 
Technician will bo dispatched, if necessary, 
following phone-based troubleshooting. To 
receive Nexl-Businoss-Oay service, Dell 
must iiolify the service provider before 5pm 
Icustomer's lime). Ollier conditions apply. 
'For hard drives, GB means 1 billion bytes; 
accessible capacity varies with operating 
environment. 'Download speeds limited to 
53Kbps. Upload speeds are loss laboul 
30Kbpsl and vary by modem manufacturer 
and online cenditlons. Analog phone line 
and compatible server required. "Online 
backup services provided by third-party 
agreement with the customer. Limited to 
20MB of storage; addilional space available 
at additional charge. Dell is not rosponsihle 
for lost data. "Soltware, packaging and 
documentation differ from retail versions. 
"Based on Intel AGP 4X Graphics Test and 
Plailorm Bandwidth Test. "Tho processor 
may bo reduced to a lower operating speed 
when operating on battery power. Intel, 
the Intel Inside logo, and Pentium arc 
rogisierod trademarks; Intel SpeedStep and 
Celeron are trademarks of Intel Corporation. 
MS, Microsoft, IntelliMousc, and Windows 
are registered trademarks of Microsoft 
Corporation. HP and OoskJet aro registered 
trademarks of Hewlett-Packard Corporation. 
Trinitron is a registered iradomark of Sony 
Corporation. ©2000 Dell Computer Corporation 
All rights reserved. 


iK»LL4me«com 

pick up your phone, pick up your mouse. 800.876.1410 


www.dell4me.com 













New Dell” Dimension” XPS B800r. 
The need-for-speed solution. 


DELL” DIMENSION” xpsB800r 


The Nccd-for-Speed Solution 

■ Intel* Pentium* III Processor at 800EB MHz 

■ 128MB RDRAM ■ 40GB" Ultra ATA Hard Drive 

■ 19" 118.0" vis, .26dp) M990 Monitor 

■ 32MB NVIDIA geFORCE 4X AGP Graphics 

■ 12X Max DVD-ROM Drive ■ SB Livel Value Digital 

■ Harman Kardon HK-595 Surround Sound Speakers 
with Subwoofer 

■ V.90 56K Capable'^ PCI Telephony Modem for Windows' 

■ MS' Works Suite 2000 

■ MS' Windows* 98, Second Edition 

■ 3-Yr Limited Warranty" ■ 1-Yr At-Home Service* 

<t OAOO AslDwasS74/Mo.,for4BMos: 

c-VALUE CODE: 89744-500428b 


Congratulations. You just left Bob and his computer 
back there about a half a mile, standing in a cloud of your 
dust. Meanwhile you're cruising at Mach !l thanks to 
the new motherboard and inteT' processors with speeds 
up to 866MHz. In addition, the B-series RDRAM memory 
technology offers up to a 116% increased memory 
performance gain over earlier systems?® The result — 
whoa! Start it up and you'll find that everything is faster, 
smoother, more realistic and more intense. Deli4me'“ 
is all about helping you get the most out of your PC. 
Providing technology capable of warp speed, backed up 
by award-winning support, is just one of the ways we're 
making it happen. 


iK»LL4me»com 


pick up your phone, pick up your mouse. 800 . 876.1410 www, deii4me.com 


"Wlonliilv iiavniciils hascli ou 13.99% APR, APR FOB QUAUflED CUSTOMERS VARIES BY CREDITWORTHINESS OF 
CUSTOMER AS DETERMINED BY DELL FiNANCIAL SERVICES L.P. Taxes & ship|iiii9 cliargos extra. ainl vary; they are line 
with 1st iiiivincnl unless iiiclucietl in llio aniDutit financed. Piirciiase Plan from Dell Fninnciul Services LP. to U.S. state 
residents (iiicliiiting D.C.) with apptovoil credit, excluding AR and MN. residents. Avnitnhilily may be limited or offer may 
vary in other slates. 


Pentium”///